[ACG] [Outpost III] Edge of Anarchy - Curse of the Crimson Throne [Zalarian] (Inactive)

Game Master Zalarian

CotCT-7 Kazavon Rises

Turn Order
Kess/MatsuKurisu (238767-1022)
Zetha/morph147 (343562-1005)
Mother Myrtle/TColMaster (329026-1005)
Quinn/Zalarian (12789-1013)

Standard Supporter & Base Rules:

Supporters are a new type of support card representing helpful citizens of Korvosa and its environs; unlike allies or cohorts, they will not adventure with you. The Base is a special location used in many scenarios; it represents a safe place where characters can seek help from supporters.
You start the Adventure Path with no supporters. When a reward lets you rally a supporter, check it off on the Rallied Supporters card on the back of the Base. If you are required to uncheck a supporter, it no longer counts as rallied.

When a scenario lists the Base, set it out with the other locations as usual. When you build the locations, shuffle all of your rallied supporters into the Base; do not add story banes to it. The Base cannot be closed while it has cards in it, and can never have cards in it other than supporters. Characters may start at the Base and can move to and from it normally.

The Base counts as a location only for exploring, examining, and moving; it does not count as a location when counting locations or determining if villains can escape to it. If all other locations are closed, or the Base has neither cards in it nor characters at it, the Base closes automatically. (A simplified version of these rules appears on the Base as a reminder; these are the complete rules.)

You may play supporters from your hand only while you are at the Base. Once displayed next to your character, you may use their powers regardless of your location. If you move from the Base, shuffle any supporters in your hand into the Base. At the end of each scenario, return all supporters to the vault.

Each supporter has a feat similar to a character’s power feat. If a reward gives the party a supporter feat, check a box on a rallied supporter to gain access to that power. If the feat specifies a supporter, check it off on that supporter.

PACS/Sanctioned Supporter Rule Changes:

Each character has their own Rallied Supporters list. When the party rallies or unchecks a supporter or gains a supporter feat, each character does so on their own list. (When there is a choice, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.


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Vigilant Seal

Deck handler link

Turn order: Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster, Quinn/Zalarian,

Out of Turn Updates

Blessing = #13 Kess/Matsu Kurisu: Orison
When this is the hour: No effect

Start of Turn

Kit Swap:
Into Kit (lt Blackjack's Daggers)
Into Hand (Blessing of Ra )

At: #5: Oubliette
Give: No
Move: No
At This Location: Damage you suffer is increased by 1.

Bury Angelstep, Heal: 1d4 + 1 ⇒ (3) + 1 = 4 Full heal

Free explore = 1: Sawtooth Saber, Weapon 3: Melee 13

Spoiler:
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+#.

Melee 1d10+3+3
Melee 13: 1d10 + 3 + 3 ⇒ (3) + 3 + 3 = 9 Banished

Discard Shadowcat (AD6), examine, may reload or recharge(2: Vavana Dhatri is reloaded), then explore = 2: Vavana Dhatri, Story Bane 6: Combat 17

Spoiler:
Type: Monster
Traits:
Enchanter
Human
To Defeat:
Combat 17
Before acting, succeed at a Wisdom 13 check or reload all weapons, spells, armors, and Attack boons.
If undefeated, shuffle your deck, then uncheck Ishani Dhatri from your rallied supporters.

Fail BYA, nothing to reload
Kess.Melee 1d10+3+3+1d12, Kess.Ally recharge(ac Andachi (AD5)) +1d4+5
Combat 17: 1d10 + 3 + 3 + 1d12 + 1d4 + 5 ⇒ (2) + 3 + 3 + (2) + (4) + 5 = 19 Banished
Kess.Heal(Shadowcat (AD6))

Location #5: Oubliette.When Closing: Succeed at a Fortitude 11(5+6) check.
Fortitude 1d8+1, Discard Blessing of Nivi Rhombodazzle (d6=>6=7) +2d6
Fortitude 11: 1d8 + 1 + 2d6 ⇒ (6) + 1 + (1, 6) = 14 Success Checking for villain
No Villain. #5: Oubliette is closed

On close, move to #2: Chambers

Kess ends her turn.
examine the top card of your location; if you examine a boon, either bury a card or summon and encounter the danger. (1: Curse of the Worm, Barrier 5 )

Kess attempts to recover all cards in her Recovery pile.

Kess resets her hand.
Reveal Plant ( ) +0HS
Discard
Draw Blessing of Chaldira Zuzaristan, Blessing of Achaekek, Shadowcat (AD6), ac Andachi (AD5)

Summary
Location = #5: Oubliette - closed
Acquired =
Banished = 1: Sawtooth Saber, 2: Vavana Dhatri
Examined =
Displayed =

Location = #2: Chambers
Examined = 1: Curse of the Worm

From Box =

Give =
Used =

Other = Kess is at #2: Chambers

"

Kess wrote:

Hand: Elyana (AD4), Blessing of Ra, hw The Tyrant, Blessing of Chaldira Zuzaristan, Blessing of Achaekek, Shadowcat (AD6), ac Andachi (AD5),

Displayed: Bearskin Armor,
Deck: 8 Discard: 1 Buried: 5
Current Location: #2: Chambers
Hero Points: 1
NOTES:
Available Support: Distant: Blessings Available.
Local:
[X] When another local character would encounter a monster, you may discard a card to encounter it instead (Use if you encounter a Monster you don't like).
Other: Other: On Close, move with Quinn

Skills and Powers:
SKILLS

Strength d10 ☑ +1 ☑ +2 ☑ +3
- Melee: Strength +3
Dexterity d6
- Acrobatics: Dexterity +3
- Stealth: Dexterity +3
Constitution d8
- Fortitude: Constitution +1
Intelligence d6
Wisdom d4
Charisma d8 ☑ +1 ☑ +2 ☑ +3
- Diplomacy: Charisma +3

Favored Card: Ally
Hand Size: 5 [X]6 [X] 7
Proficiencies:
[i][/i]
POWERS:
For your combat check, you may use Melee + 1d8 ([X] or Melee +1d12 and add the Magic trait).
On a your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card's level.
When you discard or bury a card as damage, it counts as up to 2 (☐ 3) cards.
When you defeat a monster, you may heal a card (☐ or an ally).
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
At the start of your turn, you may exchange a card in your hand with a card in your kit.
□ When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack boon instead.
□ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (□ or 2 dice).
[X] When another local character would encounter a monster (□ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (□ and add 1d6 to your checks against it).
□ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
[X] Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


Zetha's Deck Handler

When Barracks monster defeated, play steal soul and when closed move to Chambers

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

start of turn
draw 3 random monsters from the box
Skeletal Minotaur, Dybbuk, Gargoyle

First explore
Encounter Chambers Card 1: Curse of the Worm. Banish Gargoyle to use stealth in stead of Divine. +2 stalking armor. +1d4 from steal soul.
Stealth 12: 1d10 + 6 + 2 + 1d4 ⇒ (2) + 6 + 2 + (3) = 13 Success. Banish

Second explore
discard blessing of Achaekek to explore again. Encounter Chambers Card 2: Major Harrowing. Attempt Arcane. banish Dybbuk to use stealth instead of arcane. +1d8 from power, +1d4 from harrow suit, +1d4 from steal soul +2 stalking armor
Stealth 12: 1d10 + 6 + 2 + 1d8 + 1d4 + 1d4 ⇒ (3) + 6 + 2 + (5) + (1) + (1) = 18 Acquire. Display Major Harrowing next to Chambers

End turn
end of turn scenario effect - examine Chambers Card 3: Pegg and Louie - boon. Bury Skeletal Minotaur.

reset hand. end turn

"

Zetha wrote:

Hand: Master's Lash, Fire Shield, Cape of Wasps, Stalking Armor, Bound Shadow Demon, Blessing of Pharasma, Sayona,

Displayed: Ahtez, Ghost Wolf, Neolandus Kalepopolis, Steal Soul, Major Harrowing,
Deck: 16 Discard: 1 Buried: 2
Current Location: Base
Hero Points:3
NOTES:
Available Support: My spells are available to use if needed. please feel free to use since they will stay out until the end of my next turn at that location
Movement: Move to whereever Kess is
Other: Major Harrowing boosts everyone at location

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Shaman, Faithful Hound, Blessing of the Gods, Pyromaniac Mage, Bound Lantern Archon, The Twin, Blessing of Abadar, Wand of Treasure Finding, Bound Imp (Core), Black Spot, Phantom Steed, Bloodbug Swarm, Apprentice, Staff of Minor Healing (Core)
Recharged: Manananggal, Augury,
Discard Pile: Blessing of Achaekek,
Buried Pile: Wand of Flame, Skeletal Minotaur,

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

Favored Card: {list favored card here}
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
Proficiencies:
{Arcane}
POWERS:
After you play a spell that has the Attack trait, banish it.

At the start of your turn, you may draw 1 random monster ([X] or 2 random monsters) ([X ]or 3 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X] or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier) ([ ] or to examine the top card of any location deck).
[X] Add 1d4 ([X]1d8) to your check to acquire or recharge an ally or spell.
[ ] When you would fail to acquire a boon, you may evade it. ([ ] If you do, you may shuffle it into another location deck)

"

Upkeep
banish Chambers #1
acquire Chambers #2
examine Chambers #3


TColMaster Mother Myrtle Alc/Arc/Support

Out of Turn Updates: None

Turn - Hour:The Real Rabbit Prince
Hour Rules: At the start of your turn, draw this card.
SOT: Draw Rabbit Prince
Give Card: None
Move: XX -> YY
Location Powers: On your check, if the hour is Harrow, add 1.
Explore: The Mountain Man
The Foreign Trader
Fort 10: 3d8 + 3 ⇒ (6, 7, 2) + 3 = 18
Acquired
-Discard Mountain Man to explore
Sands of the Hours Arcane 4: 1d12 + 4 ⇒ (3) + 4 = 7
Acquired
-Discard Sands to Examine (Icy Prison), Explore
Kess - The Tyrant
Icy Prison Divine 12: 2d12 + 4 ⇒ (1, 8) + 4 = 13
Acquired
Tyrant Punishment: 1d4 - 2 ⇒ (3) - 2 = 1 (Staff of Greater Necromancy)

Close Blessing, Lady Luck Wis 8: 1d12 + 4 ⇒ (10) + 4 = 14
Acquired

RNG Blessing Heal: 1d5 ⇒ 3

Move to Chambers

MM ends their turn.
EOT Examine - Ally 5
Disintergrate, Real Rabbit Prince
Gray Maiden Guard Combat 23: 2d12 + 4d6 + 4 ⇒ (2, 7) + (3, 3, 4, 4) + 4 = 27

Rabbit Prince Location (1 - Me, turn order): 1d4 ⇒ 3 (Kess)
--Draw Dragon Breath
MM attempts to recover all cards in their Recovery pile.
Do Not Recover Disintergrate - Discard
MM resets their hand.
Discard Tangleburn Bag
[u]Summary[/u]
Acquired: The Mountain Man, Sands of the Hour, Icy Prison, Lady Luck
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: Kess - The Tyrant
Actions needed by other Player(s): None

"

Mother Myrtle wrote:

Hand: Lyrune-Quash Moon Maiden, Dragon's Breath, Lyre of Storms, Icy Prison, Fireball Beads, Lady Luck,

Displayed: Magic Chain Mail,
Deck: 19 Discard: 7 Buried: 1
Hero Points: 1
XP: 6
NOTES:
Available Support: Blessings are available for use.
Movement: Proficient with: Alchemical, Arcane, Divine, Liquid
Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location! If my location closes, please move me to the first unoccupied location.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Ruan Mirukova - Loot, Death's Touch, Meteor Swarm, The Real Rabbit Prince, The First, The Foreign Trader, Ambrosia, Clockwork Servant, Lyrune-Quash Truthspeaker
Recharged:
Discard Pile: Irori's Mastery, Lamashtu's Madness, Tangleburn Bag, Disintergrate, The Mountain Man, Sands of the Hour, Staff of Greater Necromancy,
Buried Pile: Bottled Lightning,

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowlege: INT +2
Wisdom d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Survival: Wisdom +2
Craft: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: {list favored card here}
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Alchemical, Arcane, Divine, and Liquid
POWERS:
You may use your Wisdom skill for your Arcane ([X] or Divine) check.
When you would banish ([X] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt a Knowledge check with a difficulty of 7 ([ ])5 plus the card's adventure deck number. If you succeed, recharge it (☐ or shuffle it into your deck); if you fail, discard it.
[X] You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait).
[X] When a character at your location defeats a monster, you may draw an ally ([X] or a spell or an item) from your discard pile ([X] or deck, then shuffle your deck).

"


Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

Out of Turn Updates: None
Turn Order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster
if random character, using Self as #1

Turn - Hour: 16 - Old Deadeye
Hour Rules: On your check, if you are at a Wild location, add 1d4.

SOT: Quinn begins his turn examining the top card of his location: Foes On All Sides
Give Card: None
Move: Stay at Library; recharge fortune teller and call out bane

Foes On All Sides (Known):

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.

Gray Maiden Guard:

Story Bane
Type: Monster
Traits: Fighter Gray Maiden Human Veteran
To Defeat: Combat 11+## OR Charisma Diplomacy 6+#
If undefeated, shuffle a new barrier into your location.

Will reveal Serithtial
If story bane add 2d6
Reveal Dancing Dagger to add 1d4 and then Recharge Dream Spider to use Knowledge+3
Acrobatics INT KNOW Combat Check DC 11+18=29: 1d10 + 6 + 1d12 + 4 + 2d6 + 3 + 1d4 ⇒ (4) + 6 + (3) + 4 + (4, 6) + 3 + (1) = 31
Monster Defeated and so is barrier; heal 1
Quinn is healed for 1: (The Carnival). Deck shuffled.
End of Move step examine from third eye: The Owl

Location Powers: On your check against a spell or a Book boon, add 1d6.

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.

Wisdom Check DC 4+6=10: 1d8 + 2 ⇒ (1) + 2 = 3 No Success

Quinn Ends his turn examining the top card of his location: Proxy A - Gray Maiden Guard; eot scenario examine - not a boon

Reminder of Scenario changes:

During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.
    Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades

    SCENARIO 6C: Death to the Queen

  • At the end of your turn, examine the top card of your location; if you examine a boon, either bury a card or summon and encounter the danger.
  • Quinn attempts to recover all cards in their Recovery pile.

    Quinn resets their hand.

    "

    Quinn wrote:

    Hand: w1Dancing Dagger, w1Serithtial, Third Eye, Dust of Revealing, Gem of Mental Acuity, The Peacock, Leech, Thieves' Tools,

    Displayed: Moon Maiden Armor,
    Deck: 12 Discard: 5 Buried: 0
    Hero Points: 5
    Reroll last used: 6C/ HP last used: 4D/ draw used 4B
    NOTES:
    Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
    Would rather avenge against a barrier than bury thieve's tools if possible
    Fate-reader Lenses or Third Eye adds d10 to anyones Perception (can't use both)
    Mastermind can add knowledge skill to any local N/C check in a pinch
    Other: Feel free to pass non important items to Quinn for his barrier power

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): w3Blackjack's Rapier, Elixir of Focus, Dream Spider, The All-Seeing Eye, Fate-reader Lenses, Torag's Power, Zellara's Harrow Deck, The Liar, The Carnival, Fortune-teller, The Marriage, Wyvern Poison
    Recharged:
    Discard Pile: Salvator Scream, Incitation, Orison, Jasan Adriel, Cerulean Mastermind,
    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
    Proficiencies:
    None
    POWERS:
    When you attempt a 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. (□ If
    you are the only local character, you may add another 1d6.) (FAQ Entry)
    On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
    At the end (☑ or start) of your turn, you may
    examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
    you examine it.)
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
    ☑ 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).

    "


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    After Kess SOT, will recharge Dust of Revealing and encounter Gray Maiden Guard

    Gray Maiden Guard:

    Story Bane
    Type: Monster
    Traits: Fighter Gray Maiden Human Veteran
    To Defeat: Combat 11+## OR Charisma Diplomacy 6+#
    If undefeated, shuffle a new barrier into your location.

    Will reveal Serithtial
    [If story bane add 2d6;will also reveal dancing dagger for d4
    Recharge Thieve's Tools to use Knowledge+0
    Acrobatics INT KNOW Combat Check DC 11+12=23: 1d10 + 6 + 1d12 + 4 + 2d6 + 1d4 ⇒ (9) + 6 + (2) + 4 + (4, 2) + (1) = 28
    Monster Defeated

    Will attempt to close recharging the Peacock to bless
    Knowledge Check DC 5+6=11: 1d10 + 6 + 1d10 ⇒ (6) + 6 + (10) = 22 Success; Queen is not at Library so it is closed; no books or spells to heal; move to Chambers

    Will recharge Leech to heal

    Random Roll: 1d4 - 1 ⇒ (3) - 1 = 2
    Quinn is healed for 2: (Salvator Scream, Incitation). Deck shuffled.

    [u]Summary[/u]
    Current Location: Chambers
    Acquired: None
    Banished: A few (Library closed)
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None


    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.

    Adventure Path & Setup Rules:

    -Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
    -When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #."
    -At the start of each scenario, after drawing your starting hand, add your harrow to it.

    PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANES || SCOURGES || LOOT

    During This Scenario: SCENARIO 6C: Death to the Queen

  • At the end of your turn, examine the top card of your location; if you examine a boon, either bury a card or summon and encounter the danger.

    Additional Rules: THREAT LIST:
    Danger: Gray Maiden Guard
    Villain: Queen Ileosa
    Closing Henchmen: Akazurug, Vavana Dhatri, Gray Maiden Guards - Proxy A

    Scenario Level (#): 6

    Turn: 17, Kess/Matsu_Kurisu

    Random Cards:

    Monsters
    Spoiler:
    Warlord Devil
    CotCT
    Monster 6
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 26
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
    If undefeated, suffer the scourge Wounded.

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

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

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

    Spoiler:
    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.

    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:
    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:
    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:
    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:
    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.

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

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

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

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

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


    Spoiler:
    Enchant Weapon
    Core
    Spell 0
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    IntelligenceWisdomArcaneDivine 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:
    Shapechange
    CotCT
    Spell 6
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    At the start of your turn, choose 1. Until the start of the next turn:
    * Your Strength, Dexterity, and Constitution skills are 1d12+2.
    * Your hand size is 3.
    * Your hand size is 7.
    * Your hand size is 10.
    * At the end of the scenario, banish; if proficient, discard instead.

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

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


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

    Spoiler:
    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:
    Greater Bolstering Armor
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
    * When you suffer any damage, you may bury to reduce it to 0.

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

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

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


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

    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.

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

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

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

    Spoiler:
    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:
    Formian Myrmidon
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Formian
    To Acquire:
    Intelligence
    Knowledge 15
    OR Charisma
    Diplomacy 14
    On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
    Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.

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

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

    Spoiler:
    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 Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.

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

    Hour Power: On your Charisma check, you may use your Intelligence die instead of the normal die.

    Current Hour:

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

    Hours Remaining: 11

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/morph147:
    Spoiler:
    Hourglass Card 1 Zetha/morph147
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    Veteran
    When this is the hour: When you heal, you may heal an additional card.
    To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Hourglass Card 2 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 2 MotherMyrtle/TColMaster
    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 3 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 3 Quinn/Zalarian
    The Beating
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
    To Acquire:
    Strength
    Melee 4+#
    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.
    Hourglass Card 4 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 4 Kess/Matsu_Kurisu
    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.
    Hourglass Card 5 Zetha/morph147:
    Spoiler:
    Hourglass Card 5 Zetha/morph147
    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.
    Hourglass Card 6 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 6 MotherMyrtle/TColMaster
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    Veteran
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 7 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 7 Quinn/Zalarian
    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 8 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 8 Kess/Matsu_Kurisu
    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 9 Zetha/morph147:
    Spoiler:
    Hourglass Card 9 Zetha/morph147
    The Marriage
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, summon and encounter an ally.
    To Acquire:
    Charisma
    Craft 4+#
    On a local check, discard to bless.
    The character attempting the check may add another local character's die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
    Hourglass Card 10 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 10 MotherMyrtle/TColMaster
    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 11 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 11 Quinn/Zalarian
    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.

    Location #2: 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: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: Quinn/Zalarian, Kess/Matsu_Kurisu, Zetha/morph147, MotherMyrtle/TColMaster,

    Zetha's 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.

    Chambers Card 1 (Pegg and Louie):
    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.
    Chambers 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.
    Chambers Card 3:
    Queen Ileosa
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Aristocrat
    Bard
    Human
    Trigger
    To Defeat:
    Combat 22
    When examined, shuffle this monster into a pile with a number of new blessings equal to the number of locations minus 1, then shuffle a card from the pile into each location.
    Immune to Mental.
    Before acting, each local character must succeed at Wisdom, Arcane, or Divine 10 check or shuffle a random card into their deck and move to a random location. If you move to another location, this monster is evaded.
    Chambers Card 4:
    Darb Tuttle
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 15
    OR Divine 13
    On a local check to close or to guard, recharge to add 2d12.
    Discard to explore; if you encounter a barrier or a boon, recharge instead.
    Chambers Card 5:
    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.
    Chambers Card 6:
    Traitor
    CotCT
    Monster 1
    Traits:
    Human
    Spy
    Veteran
    To Defeat:
    Combat 9+##
    Before acting, discard a random ally; the difficulty is increased by its level.
    Chambers Card 7:
    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.
    Chambers Card 8:
    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.
    Chambers Card 9:
    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.


    Location #7: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Feel free to use the sheet if visiting the Base

  • Vigilant Seal

    Deck handler link

    Turn order: Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster, Quinn/Zalarian,

    Out of Turn Updates
    Discard hw The Tyrant for MM
    Receive mm The Real Rabbit Prince into discard

    Blessing = #17 Kess/Matsu Kurisu: The Rakshasa:
    When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.

    Start of Turn

    Kit Swap:
    Into Kit ( )
    Into Hand ( )

    At: #2: Chambers
    Give: No
    Move: No
    At This Location: When you fail to acquire a boon, shuffle it into its location.

    Free explore = 1: Pegg and Louie, Ally 5: Wisdom Survival 13

    Spoiler:
    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.

    Auto fail. Shuffled

    Discard Shadowcat (AD6), examine, may reload or recharge(Top Card 1-9: 1d9 ⇒ 1 1: Pegg and Louie is recharged), then explore = Top Card 2-9: 1d8 + 1 ⇒ (4) + 1 = 5 5: Flanking Attack, Barrier 1

    Spoiler:
    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.

    BYA Flanked Z,MM,Q: 1d3 ⇒ 2 Mother Myrtle encounters Danger +#DC (with Zetha's Fire Shield +1d8 available)

    Encounter Gray Maiden Guard, Combat 29(11+6+6+6) or Diplomacy 18(6+6+6)
    Kess.Melee 1d10+3+3+1d12, Zetha's Fire Shield (Fire) +1d8, Quinn reveals Dancing Dagger +1d4, Discard Blessing of Ra +2d10
    Combat 29: 1d10 + 3 + 3 + 1d12 + 1d8 + 1d4 + 2d10 ⇒ (9) + 3 + 3 + (6) + (3) + (2) + (4, 10) = 40 Banished
    Kess heal: 1d5 ⇒ 3 (mm The Real Rabbit Prince)

    Kess ends her turn.
    examine the top card of your location; if you examine a boon, either bury a card or summon and encounter the danger. (Top Card 2-4,6-9: 1d7 ⇒ 5 7: Blue War Paint, Item 4 )
    Encounter Gray Maiden Guard, Combat 23(11+6+6) or Diplomacy 12(6+6)
    Kess.Melee 1d10+3+3+1d12, Zetha's Fire Shield (Fire) +1d8, Quinn reveals Dancing Dagger +1d4, Kess.Ally(Elyana (AD4)) +1d4+4
    Combat 23: 1d10 + 3 + 3 + 1d12 + 1d8 + 1d4 + 1d4 + 4 ⇒ (4) + 3 + 3 + (2) + (6) + (1) + (4) + 4 = 27 Banished
    Kess heal: 1d4 ⇒ 3 (Shadowcat (AD6))

    Kess attempts to recover all cards in her Recovery pile.

    Kess resets her hand.
    Reveal Plant ( ) +0HS
    Discard
    Draw Mammoth Hide Armor, mm The Real Rabbit Prince, lt Blackjack's Rapier, Shadowcat (AD6)

    Summary
    Location = #2: Chambers 7, rand(2-4,6,8,9), 1
    Acquired =
    Banished = 5: Flanking Attack,
    Examined = 7: Blue War Paint (top card), 1: Pegg and Louie (Bottom card)
    Displayed =

    From Box =

    Give =
    Used = Zetha's Fire Shield

    Other = Mother Myrtle encounters Danger +#DC (with Zetha's Fire Shield +1d8 available)

    "

    Kess wrote:

    Hand: ac Andachi (AD5), Blessing of Chaldira Zuzaristan, Blessing of Achaekek, Mammoth Hide Armor, mm The Real Rabbit Prince, lt Blackjack's Rapier, Shadowcat (AD6),

    Displayed: Bearskin Armor,
    Deck: 7 Discard: 3 Buried: 5
    Current Location: #2: Chambers
    Hero Points: 1
    NOTES:
    Available Support: Distant: Blessings Available.
    Local:
    [X] When another local character would encounter a monster, you may discard a card to encounter it instead (Use if you encounter a Monster you don't like).
    Other: Other: On Close, move with Quinn

    Skills and Powers:
    SKILLS

    Strength d10 ☑ +1 ☑ +2 ☑ +3
    - Melee: Strength +3
    Dexterity d6
    - Acrobatics: Dexterity +3
    - Stealth: Dexterity +3
    Constitution d8
    - Fortitude: Constitution +1
    Intelligence d6
    Wisdom d4
    Charisma d8 ☑ +1 ☑ +2 ☑ +3
    - Diplomacy: Charisma +3

    Favored Card: Ally
    Hand Size: 5 [X]6 [X] 7
    Proficiencies:
    [i][/i]
    POWERS:
    For your combat check, you may use Melee + 1d8 ([X] or Melee +1d12 and add the Magic trait).
    On a your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card's level.
    When you discard or bury a card as damage, it counts as up to 2 (☐ 3) cards.
    When you defeat a monster, you may heal a card (☐ or an ally).
    You may add Blackjack cards to your deck list in addition to your other cards.
    After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
    At the start of your turn, you may exchange a card in your hand with a card in your kit.
    □ When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack boon instead.
    □ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (□ or 2 dice).
    [X] When another local character would encounter a monster (□ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (□ and add 1d6 to your checks against it).
    □ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
    [X] Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.

    Adventure Path & Setup Rules:

    -Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
    -When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #."
    -At the start of each scenario, after drawing your starting hand, add your harrow to it.

    PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANES || SCOURGES || LOOT

    During This Scenario: SCENARIO 6C: Death to the Queen

  • At the end of your turn, examine the top card of your location; if you examine a boon, either bury a card or summon and encounter the danger.

    Additional Rules: THREAT LIST:
    Danger: Gray Maiden Guard
    Villain: Queen Ileosa
    Closing Henchmen: Akazurug, Vavana Dhatri, Gray Maiden Guards - Proxy A

    Scenario Level (#): 6

    Turn: 18, Zetha/morph147

    Random Cards:

    Monsters
    Spoiler:
    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.

    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:
    Warlord Devil
    CotCT
    Monster 6
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 26
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
    If undefeated, suffer the scourge Wounded.

    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:
    Orc Rager
    CotCT
    Monster 2
    Traits:
    Barbarian
    Orc
    Veteran
    To Defeat:
    Combat 10+##
    Before acting, suffer 1d4 Combat damage.

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

    Spoiler:
    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:
    Red Mantis Ambush
    CotCT
    Barrier 4
    Traits:
    Red Mantis
    Skirmish
    To Defeat:
    None 0
    Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
    Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.

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

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

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

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

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

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


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

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


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

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

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


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

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

    Spoiler:
    Greater Bolstering Armor
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
    * When you suffer any damage, you may bury to reduce it to 0.

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

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


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

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

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

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

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


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

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


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

    Spoiler:
    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.

    Blessings
    Spoiler:
    The Peacock
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, if no boons are played, it is blessed.
    To Acquire:
    Dexterity
    Diplomacy 4+#
    On any check, recharge to bless.
    No other boon may be played on this check.
    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:
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.

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

    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.

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

    Current Hour:

    Sarenrae's Light:
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    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.

    Hours Remaining: 10

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 1 MotherMyrtle/TColMaster
    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 2 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 2 Quinn/Zalarian
    The Beating
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
    To Acquire:
    Strength
    Melee 4+#
    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.
    Hourglass Card 3 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 3 Kess/Matsu_Kurisu
    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.
    Hourglass Card 4 Zetha/morph147:
    Spoiler:
    Hourglass Card 4 Zetha/morph147
    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.
    Hourglass Card 5 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 5 MotherMyrtle/TColMaster
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    Veteran
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 6 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 6 Quinn/Zalarian
    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 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 7 Kess/Matsu_Kurisu
    The Crows
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
    To Acquire:
    Dexterity
    Stealth 4+#
    On your check to acquire, discard to bless twice.
    Discard to explore; if you do not encounter a boon, bury this card instead.
    Hourglass Card 8 Zetha/morph147:
    Spoiler:
    Hourglass Card 8 Zetha/morph147
    The Marriage
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, summon and encounter an ally.
    To Acquire:
    Charisma
    Craft 4+#
    On a local check, discard to bless.
    The character attempting the check may add another local character's die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
    Hourglass Card 9 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 9 MotherMyrtle/TColMaster
    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 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 10 Quinn/Zalarian
    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.

    Location #2: 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: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: Quinn/Zalarian, Kess/Matsu_Kurisu, Zetha/morph147, MotherMyrtle/TColMaster,

    Zetha's 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.

    Chambers Card 1 (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.
    Chambers 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.
    Chambers Card 3:
    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.
    Chambers Card 4:
    Giant Form
    CotCT
    Spell 4
    Traits:
    Arcane
    Magic
    Divine
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    Display next to a local character.
    While displayed:
    * This character's Strength and Constitution skills are 1d12+4.
    * On this character's Strength checks, add 1d4.
    * At the end of the turn, banish.

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

    Chambers Card 5:
    Queen Ileosa
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Aristocrat
    Bard
    Human
    Trigger
    To Defeat:
    Combat 22
    When examined, shuffle this monster into a pile with a number of new blessings equal to the number of locations minus 1, then shuffle a card from the pile into each location.
    Immune to Mental.
    Before acting, each local character must succeed at Wisdom, Arcane, or Divine 10 check or shuffle a random card into their deck and move to a random location. If you move to another location, this monster is evaded.
    Chambers Card 6:
    Darb Tuttle
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 15
    OR Divine 13
    On a local check to close or to guard, recharge to add 2d12.
    Discard to explore; if you encounter a barrier or a boon, recharge instead.
    Chambers Card 7:
    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.
    Chambers Card 8 (Pegg and Louie):
    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.

    Location #7: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Feel free to use the sheet if visiting the Base


  • TColMaster Mother Myrtle Alc/Arc/Support

    Fire Shield, Icy Prison
    Grey Maiden Guard Combat 29: 1d12 + 4d6 + 1d8 + 4 ⇒ (8) + (1, 3, 2, 4) + (4) + 4 = 26

    Failed. Icy Prison Reduces damage to 0.


    Zetha's Deck Handler

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

    Start of turn
    Draw 3 random monsters from the box
    Zombie, Soul Mistress, Warlord Devil

    First explore
    Encounter Chambers Card 1 (Blue War Paint): Blue War Paint. Banish Zombie to use stealth. +1d4 steal soul
    Stealth 4: 1d10 + 6 + 1d4 ⇒ (9) + 6 + (4) = 19 Success. Display

    recharge Bound shadow demon to examine the top of the location deck
    Chambers Card 2: Henchman Proxy A2 - Grey Guardian Maidens.

    bury Neolandus Kalepopolis to gain a ally with diplomacy: Random ally 15 Risibeth.

    second explore
    Banish Risibeth to explore again. Encounter Chambers Card 2: Henchman Proxy A2 - Grey Guardian Maidens. Will attempt combat. Will use Ahtez stealth+adventure deck number + cold + melee. Play Cape of Wasps to add +1d6+poison. +2 stalking armor. +1d8 and cold from fire shield. +1d4 from soul steal.
    Combat 11+12: 1d10 + 6 + 6 + 2 + 1d6 + 1d8 + 1d4 ⇒ (5) + 6 + 6 + 2 + (3) + (7) + (3) = 32 Success. Destroy Grey Guardian Maidens.

    Attempt to close. Use stealth. +2 stalking armor +1d4 steal soul.
    Stealth 5+6: 1d10 + 6 + 2 + 1d4 ⇒ (3) + 6 + 2 + (1) = 12 close. Banish all cards except villian

    third explore
    discard blessing of Pharasma to explore again. encounter Chambers Card 5: Queen Ileosa. BYA everyone at location must Wisdom, Arcane, or Divine 10 check or shuffle a random card into their deck and move to a random location. If you move to another location, this monster is evaded.

    Will attempt Arcane. Banish Reveal Master Lash to add 1d4 to the check. +1d4 from soul steal. Banish Warlord Devil to use stealth instead. +2 stalking armor. +3 from major harrowing.
    Stealth Arcane 10: 1d10 + 2 + 1d4 + 1d4 + 3 ⇒ (4) + 2 + (4) + (2) + 3 = 15

    Note: Use Master Lash reveal feature and Major Harrowing if you have arcane or divine to add 1d4+3

    Combat in spoiler

    Spoiler:

    reveal Master Lash to use dex.+1d6+5. will discard it to add 3d6+3. +1d4 from soul steal. discard Ghost Wolf to add 1d8. +1d6 and poison from cape of wasps +1d8 and cold from fire shield. Use Kess Blessing of Achekek to bless twice

    Combat 22: 1d10 + 3 + 1d6 + 5 + 3d6 + 3 + 1d4 + 1d6 + 1d8 + 2d10 ⇒ (7) + 3 + (5) + 5 + (4, 4, 4) + 3 + (4) + (2) + (7) + (8, 9) = 65 We won


    TColMaster Mother Myrtle Alc/Arc/Support

    Out of Turn Updates: BYA Divine 10: 1d12 + 4 + 1d4 + 3 ⇒ (4) + 4 + (1) + 3 = 12 Use Master Lash Reveal


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    COMPLETED SCENARIO 6C: Death to the Queen
    Development
    From the Crimson Throne, the Queen smiles and greets you as if you were long-lost friends.

    “Thank you for finally seeking me out,” she says. “I have been observing your progress over the past few months, and I commend you for the assistance you have provided the people of Korvosa.”

    Then her demeanor turns cold.

    “However, your services are no longer required. If you leave Korvosa immediately and never return, I will not seek your execution as traitors to the crown.”

    For some reason, that recourse sounds tempting. Her honeyed words wrap themselves around your brain, squeezing off all the aether in your lungs, and—

    No, you just kill her. It is a surprisingly easy task, given how much pain she has caused her citizens.

    The Queen melts into a pool of blood, her crown tumbling from her head and turning to ash. That would be a triumphant conclusion, except people don’t do that.

    This cannot be the real queen.

    Reward
    A character gets the Loot weapon Shocking Sawtooth Saber.
    A character gets the Loot ally Venster Arabasti.

    Acquired Cards (* = Plunder)
    Salvator Scream (Ally 4)
    Andachi (Ally 5)
    Hippogriff (Ally 6)
    Incitation (Blessing 0)
    Irori's Mastery (Blessing 1)
    Sands of the Hour (Blessing 0)
    Orison (Blessing 0)
    Torag's Power (Blessing 1)
    Lamashtu's Madness (Blessing 2)
    Lady Luck (Blessing 3)
    The Mountain Man (Blessing 1)
    Blue War Paint (Item 4)
    Lyre of Storms (Item 6)
    Wand of Flame (Item 2)
    Icy Prison (Spell 5)
    Disintegrate (Spell 5)
    Major Harrowing (Spell 5)
    Steal Soul (Spell 5)

    Weapon
    Spell 5555
    Armor
    Item 462
    Ally 456
    Blessing 01001231

    Tier Rewards
    Each character gains 1 XP and 1 hero point (if not a replay).

    Please post rolls, decisions, etc in discussion thread


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    SCENARIO 6D: Legacy of Blood

    The Queen is dead! Yet the Queen lives. How can this be?

    A map on the desk of the seneschal Togomor showed a path to a vile swamp called the Mushfens, quite an unlikely place for the elegant queen to visit. On this map was the Sunken Queen, an ancient Thassilonian monument that you now see before you. Surrounded by a thicket of primeval mangroves, three immense horns topping the moss-covered statue claw at the sky. On one side of the pyramid, one of the horns has collapsed into a jagged, metallic stump. A giant relief of a standing woman is cantilevered into the muck. In the water, you see contorted fish shapes and scaly maws. This is the memorial to Sorshen, Runelord of Lust.

    Inside, the walls creak and a crimson light shines through every room. The structure centers around an amorphous blob of tainted blood, over thirty feet wide, hovering and rippling in the air. Shapes periodically form on its turbulent surface: faces, hands, buildings, and figures that shimmer and melt back into the horrific mass. Thin crystal tubes extend from the walls to a point just above the shifting mass of blood.

    Immersed in the Everdawn Pool, Queen Ileosa works to complete a blood ritual. She shapes the skyline of Korvosa, and the shape of a taniniver, a massive dragon made entirely out of the blood veil. At your intrusion, she whips around and glares at you with hate in her eyes. There will be no prepared speech this time; she just aims to kill you dead.

    And so does the other version of her. And the other. And the rest.

    At once, all the Ileosas vanish through the various entrances to the blood chamber. The Sunken Queen shudders from the power of the ritual. The Queen will channel Kazavon’s spirit into a dragon of blood today, unless you can stop her.

    But which one of her?

    SETUP:
    After creating the hourglass, shuffle in 3 Proxy B's.
    LOCATIONS:
    1 - Blood Pool
    1 - Ruin
    1 - Swamp
    2 - Fishery
    3 - Caves
    4 - Repository

    THREAT LIST:
    Danger: Boggard Champion
    Villain: Ileosa Ascendant
    Closing Henchmen: Beirawash, Ileosa's Furies - Proxy A

    DURING THIS SCENARIO:

  • When you advance the hour, if it is Proxy B, summon and encounter the non-closing henchman Taniniver, then banish the proxy.
  • Before you attempt to guard your location, advance the hour.


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    Mother Myrtle's 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.

    Quinn's 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.

    Kess' 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.

    Zetha's 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.


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    During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.

    Adventure Path & Setup Rules:

    -Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
    -When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #."
    -At the start of each scenario, after drawing your starting hand, add your harrow to it.

    PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANES || SCOURGES || LOOT

    During This Scenario: SCENARIO 6D: Legacy of Blood

  • When you advance the hour, if it is Proxy B, summon and encounter the non-closing henchman Taniniver, then banish the proxy.
  • Before you attempt to guard your location, advance the hour.

    Additional Rules: THREAT LIST:
    Danger: Boggard Champion
    Villain: Ileosa Ascendant
    Closing Henchmen: Beirawash, Ileosa's Furies - Proxy A

    Scenario Level (#): 6

    Turn: 0, Zetha/morph147

    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:
    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.

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

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

    Spoiler:
    Ash Giant 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.

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

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

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

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

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

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

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

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

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

    Spells
    Spoiler:
    Dominate
    CotCT
    Spell 6
    Traits:
    Arcane
    Attack
    Divine
    Magic
    Mental
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    When you encounter a monster, banish to evade it, then search your location for a boon and draw it.

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


    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:
    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.


    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:
    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:
    Greater Bolstering Armor
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
    * When you suffer any damage, you may bury to reduce it to 0.

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

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

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

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

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

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

    Spoiler:
    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.

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

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


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

    Spoiler:
    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:
    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.

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

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

    Spoiler:
    The 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:
    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.

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 0

    [b]Hourglass

    Hourglass Cards/Turn Order:

    Location #1: Blood Pool
    Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

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

    Location #3: Swamp
    Aquatic
    Wild
    At This Location: When you fail a check to defeat a monster, suffer the scourge Wounded.
    When Closing: Either succeed at a Wisdom or Survival 6+# check or shuffle a new monster into each location.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #4: Fishery
    Aquatic
    Urban
    Wild
    At This Location: For your exploration, examine the top 2 cards of this location; shuffle 1 into the location and encounter the other.
    When Closing: Summon and defeat the story bane Jigsaw Shark.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #5: Caves
    Underground
    Wild
    At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #6: 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

    Location #7: Base
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Feel free to use the sheet if visiting the Base

    Location #8: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 4 Sp: 0 Ar: 1 I: 2 Al: 3 Bl: 5 ?: 0
    Located/Displayed Here: None


  • Zetha's Deck Handler

    starting location Swamp

    "

    Zetha wrote:

    Hand: Faithful Hound, Ghost Wolf, Cape of Wasps, Staff of Minor Healing (Core), Bound Shadow Demon, Apprentice, Blessing of Pharasma, The Tyrant,

    Displayed: Ahtez,
    Deck: 14 Discard: 0 Buried: 0
    Current Location: Base
    Hero Points:3
    NOTES:
    Available Support: My spells are available to use if needed. please feel free to use since they will stay out until the end of my next turn at that location
    Movement: Move to whereever Kess is

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fire Shield, Wand of Treasure Finding, Bound Imp (Core), Black Spot, Stalking Armor, Phantom Steed, Shaman, Blessing of Abadar, Augury, Blessing of Achaekek, Blessing of Iomedae, Bound Lantern Archon, Pyromaniac Mage, Master's Lash
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: {list favored card here}
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    {Arcane}
    POWERS:
    After you play a spell that has the Attack trait, banish it.

    At the start of your turn, you may draw 1 random monster ([X] or 2 random monsters) ([X ]or 3 random monsters) from the box.
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X] or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier) ([ ] or to examine the top card of any location deck).
    [X] Add 1d4 ([X]1d8) to your check to acquire or recharge an ally or spell.
    [ ] When you would fail to acquire a boon, you may evade it. ([ ] If you do, you may shuffle it into another location deck)

    "


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Quinn - CotCT-6D: Legacy of Blood

    Starting Location Fishery
    Loot
    CotCT-5C will put Blackjack's Rapier into box and add Shocking Sawtooth Saber into my deck
    CotCT-4D will put Venomous Dagger into box and add Serithial into my deck
    CotCT-4: will put Glamered Armor into box and put Moon Maiden armor into my deck
    CotCT-7A will put The All-Seeing Eye into box and add The Demon's Lantern into my deck
    Starting Hand - Favored Card Item
    5-6F Reward - Will draw an extra card, then recharge a card
    "

    5-6F:
    Assign reward 5-6F from Jirelle 12789-1006
    Each player chooses 1 of her Pathfinder Society Adventure Card Guild characters.. When that character draws her starting hand, she may draw an extra card, then recharge a card.
    "
    CotCT7A:
    When any of your characters starts a scenario using the Curse of the Crimson Throne Adventure Path, you may replace 1 blessing in your deck with a Harrow blessing that is not the current Harrow Suit from the game box. That card gains the Loot trait. At the end of the scenario, return the Loot card to the game box and return the card it replaced to your deck. Question and ruling pt 1 Question and ruling pt 2

    ADVENTURE Path REWARD:

    (from Varian 12789-1012)
    When any of your characters starts a scenario using the Curse of the Crimson Throne set, you may replace 1 card from your deck with one of the following cards from the vault...
    -The weapon Scimitar (Core),
    -The spell Infernal Healing,
    -The armor Armored Coat,
    -The item Antiplague,
    -The ally Korvosan Guard,
    -The blessing Sands of the Hour
    "
    "
    Dragon's Demand Adventure Path Reward:
    DRAGON'S DEMAND ADVENTURE PATH REWARD (from Quinn 12789-1013):
    When any of your characters starts a scenario using the Core Set, you may replace 1 card from your deck with one of the following cards from the vault: the weapon Dagger, the spell Soothing Word, the armor Chain Mail, the item Balmberry, the ally Guide, or the blessingCIncitation. (Only 1 character at each table may choose each card.) That card gains the Loot trait. At the end of the scenario, return the Loot card to the game box and return the card it replaced to your deck.
     

    "

    Quinn wrote:

    Hand: w1Dancing Dagger, w1Serithtial, Moon Maiden Armor, Fate-reader Lenses, Gem of Mental Acuity, Fortune-teller, The Demon's Lantern, The Carnival, The Theater,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Hero Points: 5
    Reroll last used: 6C/ HP last used: 4D/ draw used 4B
    NOTES:
    Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
    Would rather avenge against a barrier than bury thieve's tools if possible
    Fate-reader Lenses or Third Eye adds d10 to anyones Perception (can't use both)
    Mastermind can add knowledge skill to any local N/C check in a pinch
    Other: Feel free to pass non important items to Quinn for his barrier power

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Dream Spider, Third Eye, Dust of Revealing, Thieves' Tools, Wyvern Poison, Elixir of Focus, Shocking Sawtooth Saber, The Marriage, Venster Arabasti, Cerulean Mastermind, Zellara's Harrow Deck, The Peacock
    Recharged: Leech,
    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
    Proficiencies:
    None
    POWERS:
    When you attempt a 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. (□ If
    you are the only local character, you may add another 1d6.) (FAQ Entry)
    On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
    At the end (☑ or start) of your turn, you may
    examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
    you examine it.)
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
    ☑ 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).

    "


    TColMaster Mother Myrtle Alc/Arc/Support

    Starting Location: Repository

    "

    Mother Myrtle wrote:

    Hand: The First, Ruan Mirukova - Loot, Lyrune-Quash Moon Maiden, Death's Touch, Fuse Grenade, Meteor Swarm,

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Hero Points: 1
    XP: 6
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Proficient with: Alchemical, Arcane, Divine, Liquid
    Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location! If my location closes, please move me to the first unoccupied location.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Tangleburn Bag, Staff of Greater Necromancy, The Foreign Trader, Clockwork Servant, Lyrune-Quash Truthspeaker, Ambrosia, Dragon's Breath, Magic Chain Mail, Bottled Lightning
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Constitution +1
    Intelligence d8 ☑ +1 ☑ +2 ☐ +3
    Knowlege: INT +2
    Wisdom d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Survival: Wisdom +2
    Craft: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3

    Favored Card: {list favored card here}
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Alchemical, Arcane, Divine, and Liquid
    POWERS:
    You may use your Wisdom skill for your Arcane ([X] or Divine) check.
    When you would banish ([X] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt a Knowledge check with a difficulty of 7 ([ ])5 plus the card's adventure deck number. If you succeed, recharge it (☐ or shuffle it into your deck); if you fail, discard it.
    [X] You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait).
    [X] When a character at your location defeats a monster, you may draw an ally ([X] or a spell or an item) from your discard pile ([X] or deck, then shuffle your deck).

    "

    Vigilant Seal

    Deck handler link

    Kess - Start 6.4
    - CotCT- 6D: Legacy of Blood

    Card Upgrade
    Baby Triceratops (AD6) in, Fire Gecko (AD1) out

    Loot swaps
    Loot: Sklar-Quah Thundercaller: Reed Moccasin (AD3) out

    Role
    = Blackjack

    Starting location
    - With Quinn - will give either Rapier or gear as needed

    Harrows
    - hw The Bear

    Starting Kit
    lt Blackjack's Daggers
    Balmberry Bush
    Angelstep

    "

    Kess wrote:

    Hand: hw The Bear, Blessing of Nivi Rhombodazzle, Verdant Rager (AD2), Magic Spyglass, Snapping Flytrap (AD3), Amulet of Furious Fists, lt Blackjack's Gear, lt Blackjack's Rapier,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Current Location: #2: Chambers
    Hero Points: 1
    NOTES:
    Available Support: Distant: Blessings Available.
    Local:
    [X] When another local character would encounter a monster, you may discard a card to encounter it instead (Use if you encounter a Monster you don't like).
    Other: Other: On Close, move with Quinn

    Skills and Powers:
    SKILLS

    Strength d10 ☑ +1 ☑ +2 ☑ +3
    - Melee: Strength +3
    Dexterity d6
    - Acrobatics: Dexterity +3
    - Stealth: Dexterity +3
    Constitution d8
    - Fortitude: Constitution +1
    Intelligence d6
    Wisdom d4
    Charisma d8 ☑ +1 ☑ +2 ☑ +3
    - Diplomacy: Charisma +3

    Favored Card: Ally
    Hand Size: 5 [X]6 [X] 7
    Proficiencies:
    [i][/i]
    POWERS:
    For your combat check, you may use Melee + 1d8 ([X] or Melee +1d12 and add the Magic trait).
    On a your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card's level.
    When you discard or bury a card as damage, it counts as up to 2 ([X] 3) cards.
    When you defeat a monster, you may heal a card (☐ or an ally).
    You may add Blackjack cards to your deck list in addition to your other cards.
    After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
    At the start of your turn, you may exchange a card in your hand with a card in your kit.
    □ When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack boon instead.
    □ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (□ or 2 dice).
    [X] When another local character would encounter a monster (□ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (□ and add 1d6 to your checks against it).
    □ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
    [X] Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


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    During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.

    Adventure Path & Setup Rules:

    -Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
    -When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #."
    -At the start of each scenario, after drawing your starting hand, add your harrow to it.

    PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANES || SCOURGES || LOOT

    During This Scenario: SCENARIO 6D: Legacy of Blood

  • When you advance the hour, if it is Proxy B, summon and encounter the non-closing henchman Taniniver, then banish the proxy.
  • Before you attempt to guard your location, advance the hour.

    Additional Rules: THREAT LIST:
    Danger: Boggard Champion
    Villain: Ileosa Ascendant
    Closing Henchmen: Beirawash, Ileosa's Furies - Proxy A

    Scenario Level (#): 6

    Turn: 1, MotherMyrtle/TColMaster

    Random Cards:

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

    Spoiler:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    Veteran
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.

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

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

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

    Barriers
    Spoiler:
    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.

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

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

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

    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:
    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.

    Spoiler:
    Ashbringer
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Loot
    Magic
    Melee
    Scythe
    Slashing
    To Acquire:
    Strength
    Melee 18
    For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.

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

    Spoiler:
    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:
    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:
    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:
    Dominate
    CotCT
    Spell 6
    Traits:
    Arcane
    Attack
    Divine
    Magic
    Mental
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    When you encounter a monster, banish to evade it, then search your location for a boon and draw it.

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


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

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


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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    The Desert
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you move during your move step, bury a card.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to move another character to your location.
    Discard to explore. This exploration, on all Constitution checks, add 1d4.

    Hour Power: On your Strength or Constitution check, you may recharge a card to reroll.

    Current Hour:

    The Mountain Man:
    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.

    Hours Remaining: 32

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 1 Quinn/Zalarian
    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 2 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 2 Kess/Matsu_Kurisu
    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.
    Hourglass Card 3 Zetha/morph147:
    Spoiler:
    Hourglass Card 3 Zetha/morph147
    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 4 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 4 MotherMyrtle/TColMaster
    The Healing Light
    Core
    Blessing 3
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: Characters cannot suffer scourges.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless. If the character succeeds at the check, heal them for a card.
    Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
    Hourglass Card 5 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 5 Quinn/Zalarian
    The Worldbreaker
    Core
    Blessing 3
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: You may banish a random blessing from your discards to explore.
    To Acquire:
    Banish A Boon 0
    On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 6 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 6 Kess/Matsu_Kurisu
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 7 Zetha/morph147:
    Spoiler:
    Hourglass Card 7 Zetha/morph147
    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 8 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 8 MotherMyrtle/TColMaster
    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 9 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 9 Quinn/Zalarian
    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.
    Hourglass Card 10 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 10 Kess/Matsu_Kurisu
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 11 Zetha/morph147:
    Spoiler:
    Hourglass Card 11 Zetha/morph147
    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 12 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 12 MotherMyrtle/TColMaster
    The Marriage
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, summon and encounter an ally.
    To Acquire:
    Charisma
    Craft 4+#
    On a local check, discard to bless.
    The character attempting the check may add another local character's die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
    Hourglass Card 13 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 13 Quinn/Zalarian
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers.
    To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.
    Hourglass Card 14 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 14 Kess/Matsu_Kurisu
    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 15 Zetha/morph147:
    Spoiler:
    Hourglass Card 15 Zetha/morph147
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    Veteran
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Hourglass Card 16 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 16 MotherMyrtle/TColMaster
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.
    Hourglass Card 17 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 17 Quinn/Zalarian
    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 18 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 18 Kess/Matsu_Kurisu
    Henchman Proxy B2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Hourglass Card 19 Zetha/morph147:
    Spoiler:
    Hourglass Card 19 Zetha/morph147
    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.
    Hourglass Card 20 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 20 MotherMyrtle/TColMaster
    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 21 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 21 Quinn/Zalarian
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    Veteran
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 22 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 22 Kess/Matsu_Kurisu
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 23 Zetha/morph147:
    Spoiler:
    Hourglass Card 23 Zetha/morph147
    Henchman Proxy B3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Hourglass Card 24 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 24 MotherMyrtle/TColMaster
    The Prince of Pain
    Core
    Blessing 3
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
    To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
    Hourglass Card 25 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 25 Quinn/Zalarian
    Henchman Proxy B1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Hourglass Card 26 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 26 Kess/Matsu_Kurisu
    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.
    Hourglass Card 27 Zetha/morph147:
    Spoiler:
    Hourglass Card 27 Zetha/morph147
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 28 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 28 MotherMyrtle/TColMaster
    Lady Luck
    Core
    Blessing 3
    Traits:
    Deity: Desna
    Divine
    When this is the hour: When you play a blessing, you may give a card to any character.
    To Acquire:
    Wisdom
    Divine
    Perception 8
    On any check, freely discard to reroll.
    Discard to move, then explore.
    Hourglass Card 29 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 29 Quinn/Zalarian
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 30 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 30 Kess/Matsu_Kurisu
    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 31 Zetha/morph147:
    Spoiler:
    Hourglass Card 31 Zetha/morph147
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    Veteran
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    Wisdom
    Divine
    Perception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Hourglass Card 32 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 32 MotherMyrtle/TColMaster
    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.

    Location #1: Blood Pool
    Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Blood Pool Card 1:
    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.
    Blood Pool Card 2:
    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.

    Blood Pool Card 3:
    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.
    Blood Pool Card 4:
    Fuse Grenade
    CotCT
    Item 6
    Traits:
    Alchemical
    Attack
    Bludgeoning
    Fire
    Liquid
    Ranged
    To Acquire:
    Intelligence
    Craft 14
    For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8.
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits.

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

    Blood Pool Card 5:
    Restoration
    CotCT
    Spell 4
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Banish to let a local character draw 2 cards. You may not use this power during an encounter.

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

    Blood Pool Card 6:
    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.
    Blood Pool 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.
    Blood Pool Card 8:
    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.
    Blood Pool Card 9:
    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.
    Blood Pool Card 10:
    Fury's Trident
    CotCT
    Weapon 6
    Traits:
    Fire
    Magic
    Melee
    Ranged
    Spear
    To Acquire:
    Strength
    Melee
    Ranged
    Survival 16
    For your combat check, reveal to use Strength, Melee, Ranged, or Survival + 2d8; you may remove 1d8 and the Fire trait. If proficient, you may discard a card to add another 1d8.
    On a local combat check, freely discard to add 1d8 and the Fire trait.
    You may use this power even if you have previously revealed this card on this check.

    Location #2: Ruin
    Urban
    At This Location: When a monster is undefeated, shuffle a new monster into the location.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Shuffle a new monster into another location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Ruin Card 1:
    Mantle of Faith
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Divine
    Fortitude 15
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On a local check against a story bane, you may freely discard to add your Divine modifier.
    Ruin Card 2:
    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.
    Ruin Card 3:
    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.
    Ruin Card 4:
    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.
    Ruin Card 5:
    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.
    Ruin Card 6:
    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.
    Ruin Card 7:
    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.
    Ruin Card 8:
    Beirawash
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 27
    OR Arcane
    Survival 12
    After acting, suffer the scourge Poisoned.
    If undefeated, suffer the scourge Entangled.
    Ruin Card 9:
    Lyre of Storms
    CotCT
    Item 6
    Traits:
    Instrument
    Magic
    To Acquire:
    Charisma
    Divine 12
    On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity.
    At the end of any turn, discard this card to let any number of other characters move.
    Ruin Card 10:
    Shapechange
    CotCT
    Spell 6
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    At the start of your turn, choose 1. Until the start of the next turn:
    * Your Strength, Dexterity, and Constitution skills are 1d12+2.
    * Your hand size is 3.
    * Your hand size is 7.
    * Your hand size is 10.
    * At the end of the scenario, banish; if proficient, discard instead.

    Location #3: Swamp
    Aquatic
    Wild
    At This Location: When you fail a check to defeat a monster, suffer the scourge Wounded.
    When Closing: Either succeed at a Wisdom or Survival 6+# check or shuffle a new monster into each location.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Zetha/morph147, None
    Swamp Card 1:
    Mobogo
    CotCT
    Monster 6
    Traits:
    Aberration
    To Defeat:
    Combat 25
    Before acting, 2 local characters summon and encounter the story bane Boggard Champion.
    The difficulty to defeat is increased by twice your number of scourge markers.
    Swamp Card 2:
    Henchman Proxy A4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Swamp Card 3:
    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.
    Swamp Card 4:
    Curse of the Worm
    CotCT
    Barrier 5
    Traits:
    Curse
    Task
    To Defeat:
    Intelligence
    Knowledge 14
    OR Wisdom
    Divine 12
    If undefeated, display this barrier.
    While displayed:
    * At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
    * When a power would remove 1 of your scourges, you may instead banish this barrier.
    Swamp Card 5:
    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.
    Swamp Card 6:
    Orc Rager
    CotCT
    Monster 2
    Traits:
    Barbarian
    Orc
    Veteran
    To Defeat:
    Combat 10+##
    Before acting, suffer 1d4 Combat damage.
    Swamp Card 7:
    Corrosive Storm
    CotCT
    Spell 6
    Traits:
    Acid
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 13
    Freely display. While displayed:
    * On combat checks, add 2d6 and the Acid trait.
    * At the end of the turn, banish; each other character suffers 1 Acid damage.

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

    Swamp Card 8:
    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.
    Swamp Card 9:
    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.
    Swamp Card 10:
    Formian Myrmidon
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Formian
    To Acquire:
    Intelligence
    Knowledge 15
    OR Charisma
    Diplomacy 14
    On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
    Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.

    Location #4: Fishery
    Aquatic
    Urban
    Wild
    At This Location: For your exploration, examine the top 2 cards of this location; shuffle 1 into the location and encounter the other.
    When Closing: Summon and defeat the story bane Jigsaw Shark.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Quinn/Zalarian, Kess/Matsu_Kurisu, None
    Fishery Card 1:
    Ancient Black Dragon
    CotCT
    Monster 6
    Traits:
    Acid
    Dragon
    To Defeat:
    Combat 28
    OR Diplomacy 18
    Immune to Acid. All damage is Acid.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 11 check or suffer 1d4 damage and the scourge Wounded.
    Fishery Card 2:
    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.

    Fishery Card 3:
    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.
    Fishery Card 4:
    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.
    Fishery Card 5:
    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.
    Fishery Card 6:
    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.
    Fishery 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.
    Fishery Card 8:
    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.
    Fishery Card 9:
    Blue War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 4
    Display. While displayed:
    * When you defeat a monster, after the encounter, you may discard a card to move.
    * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Fishery Card 10:
    Cave Bear
    Core
    Monster 1
    Traits:
    Animal
    Veteran
    To Defeat:
    Combat 11+##
    OR Survival 6+#
    Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
    After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.

    Location #5: Caves
    Underground
    Wild
    At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Caves Card 1:
    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.
    Caves Card 2:
    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.

    Caves Card 3:
    Ileosa Ascendant
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Aristocrat
    Bard
    Devil
    Human
    To Defeat:
    Charisma
    Wisdom 12
    THEN Combat 22
    Resistant to Fire, Melee, and Ranged.
    When encountered, a character may reveal the Loot weapon Serithtial; if no character does, suffer 1d6 Force damage and this monster is evaded.
    Before acting, another local character summons and encounters the story bane Taniniver.
    The Combat difficulty to defeat is increased by 1d12.
    Caves Card 4:
    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.
    Caves Card 5:
    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.
    Caves Card 6:
    Sneak
    CotCT
    Monster 0
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9+##
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
    Caves Card 7:
    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.
    Caves Card 8:
    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.
    Caves Card 9:
    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.
    Caves Card 10:
    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.

    Location #6: 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: MotherMyrtle/TColMaster, None
    Repository Card 1:
    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.
    Repository 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.
    Repository Card 3:
    Guardian Bow
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 15
    For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
    If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Repository Card 4:
    Haughty Nobles
    Core
    Barrier 1
    Traits:
    Cache
    Task
    Veteran
    To Defeat:
    Charisma
    Diplomacy 6+#
    If you are at an Urban location, the difficulty to defeat is increased by 4.
    If undefeated, bury either an ally or a random boon.
    If defeated, you may summon and encounter a new boon of any type.
    Repository Card 5:
    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.

    Repository Card 6:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Repository Card 7:
    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.
    Repository Card 8:
    Commander's Falchion
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Charisma
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Repository Card 9:
    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.
    Repository Card 10:
    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.

    Location #7: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Feel free to use the sheet if visiting the Base


  • TColMaster Mother Myrtle Alc/Arc/Support

    Out of Turn Updates: None

    Turn - Hour:The Mountain Man
    Hour Rules: On your Strength or Constitution check, you may recharge a card to reroll.
    SOT: None
    Give Card: None
    Move: XX -> YY
    Location Powers: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    Explore: Xenarth
    BYA 2 Damage - Death's Touch, Moon Maiden
    Meteor Swarm w/ d10 bump, Ruan

    Combat 24: 1d12 + 2d10 + 2d6 + 1d4 + 4 ⇒ (3) + (10, 5) + (2, 1) + (4) + 4 = 29
    Defeated
    -Get Good Omen from Deck, shuffle (MM Power)
    Ruan RNG Heal: 1d2 ⇒ 2 Moon Maiden

    MM ends their turn.

    MM attempts to recover all cards in their Recovery pile.
    -Discard Meteor Swarm
    MM resets their hand.

    [u]Summary[/u]
    Acquired: None
    Banished: Zenarth
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None

    Start of next turn: Display Magic Chain Mail

    "

    Mother Myrtle wrote:

    Hand: The First, Good Omen, Bottled Lightning, Fuse Grenade, Dragon's Breath,

    Displayed: Magic Chain Mail,
    Deck: 14 Discard: 2 Buried: 0
    Hero Points: 1
    XP: 6
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Proficient with: Alchemical, Arcane, Divine, Liquid
    Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location! If my location closes, please move me to the first unoccupied location.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ambrosia, Staff of Greater Necromancy, Lyrune-Quash Truthspeaker, The Foreign Trader, Ruan Mirukova - Loot, Lyrune-Quash Moon Maiden, Tangleburn Bag, Clockwork Servant
    Recharged:
    Discard Pile: Death's Touch, Meteor Swarm,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Constitution +1
    Intelligence d8 ☑ +1 ☑ +2 ☐ +3
    Knowlege: INT +2
    Wisdom d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Survival: Wisdom +2
    Craft: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3

    Favored Card: {list favored card here}
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Alchemical, Arcane, Divine, and Liquid
    POWERS:
    You may use your Wisdom skill for your Arcane ([X] or Divine) check.
    When you would banish ([X] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt a Knowledge check with a difficulty of 7 ([ ])5 plus the card's adventure deck number. If you succeed, recharge it (☐ or shuffle it into your deck); if you fail, discard it.
    [X] You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait).
    [X] When a character at your location defeats a monster, you may draw an ally ([X] or a spell or an item) from your discard pile ([X] or deck, then shuffle your deck).

    "


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Out of Turn Updates: None
    Turn Order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster
    if random character, using Self as #1

    Turn - Hour: 2 - Prayer
    Hour Rules: None

    SOT: Quinn begins his turn examining the top card of his location: Ancient Black Dragon
    Give Card: None
    Move: Stay at Fishery
    Location Powers: For your exploration, examine the top 2 cards of this location; shuffle 1 into the location and encounter the other.

    Examine top 2 cards: Ancient Black Dragon and Bottled Lightning..will encounter Bottled Lightning and shuffle dragon into location

    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.

    Intelligence Check DC 12: 1d10 + 4 ⇒ (3) + 4 = 7 No Success

    Will display armor
    Will discard Lenses to examine/order
    Fishery Deck Card 1: Henchman Proxy A1 - Ileosa's Fury
    Fishery Deck Card 2: Pegg and Louie
    Fishery Deck Card 3: Deathbane Throwing Axe
    Will keep order same

    Quinn Ends his turn examining the top card of his location: Fishery Deck Card 1: Henchman Proxy A1 - Ileosa's Fury

    Reminder of Scenario changes:

    During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.
    Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades
    SCENARIO 6D: Legacy of Blood

  • When you advance the hour, if it is Proxy B, summon and encounter the non-closing henchman Taniniver, then banish the proxy.
  • Before you attempt to guard your location, advance the hour.
  • Quinn attempts to recover all cards in their Recovery pile.

    Quinn resets their hand.

    "

    Quinn wrote:

    Hand: w1Dancing Dagger, w1Serithtial, Gem of Mental Acuity, Fortune-teller, The Demon's Lantern, The Carnival, The Theater, Dust of Revealing,

    Displayed: Moon Maiden Armor,
    Deck: 12 Discard: 1 Buried: 0
    Hero Points: 5
    Reroll last used: 6C/ HP last used: 4D/ draw used 4B
    NOTES:
    Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
    Would rather avenge against a barrier than bury thieve's tools if possible
    Fate-reader Lenses or Third Eye adds d10 to anyones Perception (can't use both)
    Mastermind can add knowledge skill to any local N/C check in a pinch
    Other: Feel free to pass non important items to Quinn for his barrier power

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Zellara's Harrow Deck, Thieves' Tools, The Peacock, Third Eye, Cerulean Mastermind, Dream Spider, The Marriage, Shocking Sawtooth Saber, Venster Arabasti, Wyvern Poison, Elixir of Focus
    Recharged: Leech,
    Discard Pile: Fate-reader Lenses,
    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
    Proficiencies:
    None
    POWERS:
    When you attempt a 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. (□ If
    you are the only local character, you may add another 1d6.) (FAQ Entry)
    On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
    At the end (☑ or start) of your turn, you may
    examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
    you examine it.)
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
    ☑ 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).

    "

    [u]Summary[/u]
    Current Location: Fishery
    Acquired: None
    Banished: Bottled Lightning
    Examined: few including henchman
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None


    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.

    Adventure Path & Setup Rules:

    -Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
    -When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #."
    -At the start of each scenario, after drawing your starting hand, add your harrow to it.

    PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANES || SCOURGES || LOOT

    During This Scenario: SCENARIO 6D: Legacy of Blood

  • When you advance the hour, if it is Proxy B, summon and encounter the non-closing henchman Taniniver, then banish the proxy.
  • Before you attempt to guard your location, advance the hour.

    Additional Rules: THREAT LIST:
    Danger: Boggard Champion
    Villain: Ileosa Ascendant
    Closing Henchmen: Beirawash, Ileosa's Furies - Proxy A

    Scenario Level (#): 6

    Turn: 3, Kess/Matsu_Kurisu

    Random Cards:

    Monsters
    Spoiler:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    Veteran
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.

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

    Spoiler:
    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.

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

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

    Spoiler:
    False Heroes
    CotCT
    Barrier 6
    Traits:
    Skirmish
    To Defeat:
    None 0
    Roll 1d4. Each local character summons and encounters the corresponding story bane:
    1. Bandit
    2. Cultist
    3. Rescue
    4. Thug

    For each that is undefeated, bury a random supporter displayed next to any character. Then banish this barrier; it is defeated.


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

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

    Spoiler:
    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:
    Ashbringer
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Loot
    Magic
    Melee
    Scythe
    Slashing
    To Acquire:
    Strength
    Melee 18
    For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.

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

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

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


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

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


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

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

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

    Spoiler:
    Greater Bolstering Armor
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
    * When you suffer any damage, you may bury to reduce it to 0.

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

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

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

    Spoiler:
    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.

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

    Spoiler:
    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:
    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:
    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.

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

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

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

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

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

    Hour Power: When you fail to acquire a boon, you may shuffle it and a new monster into its location.

    Current Hour:

    Grandmother Nightmare:
    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.

    Hours Remaining: 30

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/morph147:
    Spoiler:
    Hourglass Card 1 Zetha/morph147
    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 2 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 2 MotherMyrtle/TColMaster
    The Healing Light
    Core
    Blessing 3
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: Characters cannot suffer scourges.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless. If the character succeeds at the check, heal them for a card.
    Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
    Hourglass Card 3 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 3 Quinn/Zalarian
    The Worldbreaker
    Core
    Blessing 3
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: You may banish a random blessing from your discards to explore.
    To Acquire:
    Banish A Boon 0
    On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 4 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 4 Kess/Matsu_Kurisu
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 5 Zetha/morph147:
    Spoiler:
    Hourglass Card 5 Zetha/morph147
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 6 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 6 MotherMyrtle/TColMaster
    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 7 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 7 Quinn/Zalarian
    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.
    Hourglass Card 8 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 8 Kess/Matsu_Kurisu
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 9 Zetha/morph147:
    Spoiler:
    Hourglass Card 9 Zetha/morph147
    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 10 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 10 MotherMyrtle/TColMaster
    The Marriage
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, summon and encounter an ally.
    To Acquire:
    Charisma
    Craft 4+#
    On a local check, discard to bless.
    The character attempting the check may add another local character's die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
    Hourglass Card 11 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 11 Quinn/Zalarian
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers.
    To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.
    Hourglass Card 12 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 12 Kess/Matsu_Kurisu
    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 13 Zetha/morph147:
    Spoiler:
    Hourglass Card 13 Zetha/morph147
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    Veteran
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Hourglass Card 14 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 14 MotherMyrtle/TColMaster
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.
    Hourglass Card 15 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 15 Quinn/Zalarian
    The Gold-fisted
    Core
    Blessing 3
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: When you acquire a boon, you may recharge a card.
    To Acquire:
    Craft
    Divine 8
    On a local check to acquire, reload to add 1d4.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.
    Hourglass Card 16 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 16 Kess/Matsu_Kurisu
    Henchman Proxy B2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Hourglass Card 17 Zetha/morph147:
    Spoiler:
    Hourglass Card 17 Zetha/morph147
    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.
    Hourglass Card 18 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 18 MotherMyrtle/TColMaster
    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 19 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 19 Quinn/Zalarian
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    Veteran
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 20 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 20 Kess/Matsu_Kurisu
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 21 Zetha/morph147:
    Spoiler:
    Hourglass Card 21 Zetha/morph147
    Henchman Proxy B3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Hourglass Card 22 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 22 MotherMyrtle/TColMaster
    The Prince of Pain
    Core
    Blessing 3
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
    To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
    Hourglass Card 23 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 23 Quinn/Zalarian
    Henchman Proxy B1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Hourglass Card 24 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 24 Kess/Matsu_Kurisu
    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.
    Hourglass Card 25 Zetha/morph147:
    Spoiler:
    Hourglass Card 25 Zetha/morph147
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 26 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 26 MotherMyrtle/TColMaster
    Lady Luck
    Core
    Blessing 3
    Traits:
    Deity: Desna
    Divine
    When this is the hour: When you play a blessing, you may give a card to any character.
    To Acquire:
    Wisdom
    Divine
    Perception 8
    On any check, freely discard to reroll.
    Discard to move, then explore.
    Hourglass Card 27 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 27 Quinn/Zalarian
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 28 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 28 Kess/Matsu_Kurisu
    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 29 Zetha/morph147:
    Spoiler:
    Hourglass Card 29 Zetha/morph147
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    Veteran
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    Wisdom
    Divine
    Perception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Hourglass Card 30 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 30 MotherMyrtle/TColMaster
    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.

    Location #1: Blood Pool
    Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Blood Pool Card 1:
    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.
    Blood Pool Card 2:
    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.

    Blood Pool Card 3:
    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.
    Blood Pool Card 4:
    Fuse Grenade
    CotCT
    Item 6
    Traits:
    Alchemical
    Attack
    Bludgeoning
    Fire
    Liquid
    Ranged
    To Acquire:
    Intelligence
    Craft 14
    For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8.
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits.

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

    Blood Pool Card 5:
    Restoration
    CotCT
    Spell 4
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Banish to let a local character draw 2 cards. You may not use this power during an encounter.

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

    Blood Pool Card 6:
    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.
    Blood Pool 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.
    Blood Pool Card 8:
    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.
    Blood Pool Card 9:
    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.
    Blood Pool Card 10:
    Fury's Trident
    CotCT
    Weapon 6
    Traits:
    Fire
    Magic
    Melee
    Ranged
    Spear
    To Acquire:
    Strength
    Melee
    Ranged
    Survival 16
    For your combat check, reveal to use Strength, Melee, Ranged, or Survival + 2d8; you may remove 1d8 and the Fire trait. If proficient, you may discard a card to add another 1d8.
    On a local combat check, freely discard to add 1d8 and the Fire trait.
    You may use this power even if you have previously revealed this card on this check.

    Location #2: Ruin
    Urban
    At This Location: When a monster is undefeated, shuffle a new monster into the location.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Shuffle a new monster into another location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Ruin Card 1:
    Mantle of Faith
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Divine
    Fortitude 15
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On a local check against a story bane, you may freely discard to add your Divine modifier.
    Ruin Card 2:
    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.
    Ruin Card 3:
    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.
    Ruin Card 4:
    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.
    Ruin Card 5:
    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.
    Ruin Card 6:
    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.
    Ruin Card 7:
    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.
    Ruin Card 8:
    Beirawash
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 27
    OR Arcane
    Survival 12
    After acting, suffer the scourge Poisoned.
    If undefeated, suffer the scourge Entangled.
    Ruin Card 9:
    Lyre of Storms
    CotCT
    Item 6
    Traits:
    Instrument
    Magic
    To Acquire:
    Charisma
    Divine 12
    On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity.
    At the end of any turn, discard this card to let any number of other characters move.
    Ruin Card 10:
    Shapechange
    CotCT
    Spell 6
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    At the start of your turn, choose 1. Until the start of the next turn:
    * Your Strength, Dexterity, and Constitution skills are 1d12+2.
    * Your hand size is 3.
    * Your hand size is 7.
    * Your hand size is 10.
    * At the end of the scenario, banish; if proficient, discard instead.

    Location #3: Swamp
    Aquatic
    Wild
    At This Location: When you fail a check to defeat a monster, suffer the scourge Wounded.
    When Closing: Either succeed at a Wisdom or Survival 6+# check or shuffle a new monster into each location.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Zetha/morph147, None
    Swamp Card 1:
    Mobogo
    CotCT
    Monster 6
    Traits:
    Aberration
    To Defeat:
    Combat 25
    Before acting, 2 local characters summon and encounter the story bane Boggard Champion.
    The difficulty to defeat is increased by twice your number of scourge markers.
    Swamp Card 2:
    Henchman Proxy A4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Swamp Card 3:
    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.
    Swamp Card 4:
    Curse of the Worm
    CotCT
    Barrier 5
    Traits:
    Curse
    Task
    To Defeat:
    Intelligence
    Knowledge 14
    OR Wisdom
    Divine 12
    If undefeated, display this barrier.
    While displayed:
    * At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
    * When a power would remove 1 of your scourges, you may instead banish this barrier.
    Swamp Card 5:
    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.
    Swamp Card 6:
    Orc Rager
    CotCT
    Monster 2
    Traits:
    Barbarian
    Orc
    Veteran
    To Defeat:
    Combat 10+##
    Before acting, suffer 1d4 Combat damage.
    Swamp Card 7:
    Corrosive Storm
    CotCT
    Spell 6
    Traits:
    Acid
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 13
    Freely display. While displayed:
    * On combat checks, add 2d6 and the Acid trait.
    * At the end of the turn, banish; each other character suffers 1 Acid damage.

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

    Swamp Card 8:
    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.
    Swamp Card 9:
    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.
    Swamp Card 10:
    Formian Myrmidon
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Formian
    To Acquire:
    Intelligence
    Knowledge 15
    OR Charisma
    Diplomacy 14
    On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
    Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.

    Location #4: Fishery
    Aquatic
    Urban
    Wild
    At This Location: For your exploration, examine the top 2 cards of this location; shuffle 1 into the location and encounter the other.
    When Closing: Summon and defeat the story bane Jigsaw Shark.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Quinn/Zalarian, Kess/Matsu_Kurisu, Ancient Black Dragon
    Fishery Card 1 (Henchman Proxy A1):
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Fishery Card 2 (Pegg and Louie):
    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.
    Fishery Card 3 (Deathbane Throwing Axe):
    Deathbane Throwing Axe
    CotCT
    Weapon 5
    Traits:
    Axe
    Magic
    Melee
    Ranged
    Slashing
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 13
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
    If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
    You may use this power even if you have previously revealed this card on this check.
    Fishery Card 4:
    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.
    Fishery Card 5:
    Cave Bear
    Core
    Monster 1
    Traits:
    Animal
    Veteran
    To Defeat:
    Combat 11+##
    OR Survival 6+#
    Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
    After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
    Fishery Card 6:
    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.
    Fishery Card 7:
    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.
    Fishery Card 8:
    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.
    Fishery Card 9:
    Ancient Black Dragon
    CotCT
    Monster 6
    Traits:
    Acid
    Dragon
    To Defeat:
    Combat 28
    OR Diplomacy 18
    Immune to Acid. All damage is Acid.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 11 check or suffer 1d4 damage and the scourge Wounded.

    Location #5: Caves
    Underground
    Wild
    At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Caves Card 1:
    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.
    Caves Card 2:
    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.

    Caves Card 3:
    Ileosa Ascendant
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Aristocrat
    Bard
    Devil
    Human
    To Defeat:
    Charisma
    Wisdom 12
    THEN Combat 22
    Resistant to Fire, Melee, and Ranged.
    When encountered, a character may reveal the Loot weapon Serithtial; if no character does, suffer 1d6 Force damage and this monster is evaded.
    Before acting, another local character summons and encounters the story bane Taniniver.
    The Combat difficulty to defeat is increased by 1d12.
    Caves Card 4:
    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.
    Caves Card 5:
    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.
    Caves Card 6:
    Sneak
    CotCT
    Monster 0
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9+##
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
    Caves Card 7:
    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.
    Caves Card 8:
    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.
    Caves Card 9:
    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.
    Caves Card 10:
    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.

    Location #6: Repository
    Sacred
    Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M: 0 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: MotherMyrtle/TColMaster, None
    Repository Card 1:
    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.
    Repository Card 2:
    Guardian Bow
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 15
    For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
    If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Repository Card 3:
    Haughty Nobles
    Core
    Barrier 1
    Traits:
    Cache
    Task
    Veteran
    To Defeat:
    Charisma
    Diplomacy 6+#
    If you are at an Urban location, the difficulty to defeat is increased by 4.
    If undefeated, bury either an ally or a random boon.
    If defeated, you may summon and encounter a new boon of any type.
    Repository Card 4:
    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.

    Repository Card 5:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Repository 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.
    Repository Card 7:
    Commander's Falchion
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Charisma
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Repository 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.
    Repository Card 9:
    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.

    Location #7: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Feel free to use the sheet if visiting the Base

  • Vigilant Seal

    Deck handler link

    Turn order: Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster, Quinn/Zalarian,

    Out of Turn Updates
    Quinn recharges Dust of Revealing Kess encounters Fishery Card 1: Henchman Proxy A1

    Ileosa's Fury:
    Ileosa's Fury
    Story Bane Monster 6

    Traits:
    Outsider
    Devil

    Check:
    Combat 24

    Powers:
    Immune to Fire and Poison. Resistant to Acid and Cold.
    Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourge Frightened.
    After acting, each local character suffers 1d4 Force damage.


    Acrobatics 1d6+3, Kess.Ally recharge(Snapping Flytrap (AD3)) +1d4+3,
    Acrobatics 11: 1d6 + 3 + 1d4 + 3 ⇒ (3) + 3 + (4) + 3 = 13 Success

    Kess.Melee 1d10+3+3+1d12, Reveal Amulet of Furious Fists +2d6, Quinn reveals Dancing Dagger +1d4
    Combat 24: 1d10 + 3 + 3 + 1d12 + 2d6 + 1d4 ⇒ (2) + 3 + 3 + (5) + (4, 6) + (1) = 24 Banished
    Quinn suffers 1d4 Force damage.
    AYA Kess Force Damage: 1d4 ⇒ 1 (lt Blackjack's Gear)
    Kess heal: 1d1 ⇒ 1 (lt Blackjack's Gear)

    Location #4: Fishery.When Closing: Summon and defeat the story bane Jigsaw Shark.

    Jigsaw Shark:
    Jigsaw Shark
    Story Bane Monster 0

    Traits
    Animal
    Aquatic

    Check
    Combat
    11

    Powers
    Cannot be evaded.


    Kess.Melee 1d10+3+3+1d12, Reveal Amulet of Furious Fists +2d6, Quinn reveals Dancing Dagger +1d4,
    Combat 11: 1d10 + 3 + 3 + 1d12 + 2d6 + 1d4 ⇒ (3) + 3 + 3 + (3) + (3, 1) + (1) = 17 Banished. Location closed

    Blessing = #3 Kess/Matsu Kurisu: Grandmother Nightmare
    When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.

    Start of Turn

    Kit Swap:
    Into Kit ( )
    Into Hand ( )

    At: #4: Fishery
    Give: lt Blackjack's Rapier to Quinn
    Move: #5: Caves
    At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.

    Discard Magic Spyglass, examine 3, rearrange
    Caves Card 1: Zombie, Monster 0
    Caves Card 3: Ileosa Ascendant, Story Bane 6
    Caves Card 2: Fireball Beads, Item 4

    Free explore = 1: Zombie, Monster 0: Combat 21(9+6+6)

    Spoiler:
    Traits:
    Undead
    Zombie
    Veteran
    To Defeat:
    Combat 9+##
    Immune to Mental and Poison.
    If undefeated, a random character summons and encounters this monster.

    Kess.Melee 1d10+3+3+1d12, Reveal Amulet of Furious Fists +2d6,
    Combat 21: 1d10 + 3 + 3 + 1d12 + 2d6 ⇒ (9) + 3 + 3 + (9) + (1, 3) = 28
    Kess heal: 1d1 ⇒ 1 (Magic Spyglass)

    Kess ends her turn.

    Kess attempts to recover all cards in her Recovery pile.

    Kess resets her hand.
    Reveal Plant ( ) +0HS
    Discard
    Draw Reed Snake Armor, lt Sklar-Quah Thundercaller (AD4), Bearskin Armor

    Summary
    Location = #5: Caves - Cards 3,2,4-10
    Acquired =
    Banished = 1: Zombie
    Examined = 3: Ileosa Ascendant, (Villain), 2: Fireball Beads,
    Displayed =

    Location = #4: Fishery - CLOSED
    Acquired =
    Banished = 1: Henchman Proxy A1
    Examined =

    From Box =

    Give =
    Used = Quinn recharges Dust of Revealing

    Other = Quinn suffers 1d4 Force damage.

    "

    Kess wrote:

    Hand: Amulet of Furious Fists, Verdant Rager (AD2), hw The Bear, Blessing of Nivi Rhombodazzle, Reed Snake Armor, lt Sklar-Quah Thundercaller (AD4), Bearskin Armor,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Current Location: #2: Chambers
    Hero Points: 1
    NOTES:
    Available Support: Distant: Blessings Available.
    Local:
    [X] When another local character would encounter a monster, you may discard a card to encounter it instead (Use if you encounter a Monster you don't like).
    Other: Other: On Close, move with Quinn

    Skills and Powers:
    SKILLS

    Strength d10 ☑ +1 ☑ +2 ☑ +3
    - Melee: Strength +3
    Dexterity d6
    - Acrobatics: Dexterity +3
    - Stealth: Dexterity +3
    Constitution d8
    - Fortitude: Constitution +1
    Intelligence d6
    Wisdom d4
    Charisma d8 ☑ +1 ☑ +2 ☑ +3
    - Diplomacy: Charisma +3

    Favored Card: Ally
    Hand Size: 5 [X]6 [X] 7
    Proficiencies:
    [i][/i]
    POWERS:
    For your combat check, you may use Melee + 1d8 ([X] or Melee +1d12 and add the Magic trait).
    On a your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card's level.
    When you discard or bury a card as damage, it counts as up to 2 ([X] 3) cards.
    When you defeat a monster, you may heal a card (☐ or an ally).
    You may add Blackjack cards to your deck list in addition to your other cards.
    After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
    At the start of your turn, you may exchange a card in your hand with a card in your kit.
    □ When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack boon instead.
    □ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (□ or 2 dice).
    [X] When another local character would encounter a monster (□ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (□ and add 1d6 to your checks against it).
    □ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
    [X] Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Quinn receives Rapier and then recharges dust of revealing and take damage
    Force Damage: 1d4 ⇒ 2 Discard Rapier and Fortune-teller
    afterwards move to Ruin

    Quinn wrote:

    Hand: w1Dancing Dagger, w1Serithtial, Gem of Mental Acuity, The Demon's Lantern, The Carnival, The Theater,

    Displayed: Moon Maiden Armor,
    Deck: 13 Discard: 3 Buried: 0
    Hero Points: 5
    Reroll last used: 6C/ HP last used: 4D/ draw used 4B
    NOTES:
    Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
    Would rather avenge against a barrier than bury thieve's tools if possible
    Fate-reader Lenses or Third Eye adds d10 to anyones Perception (can't use both)
    Mastermind can add knowledge skill to any local N/C check in a pinch
    Other: Feel free to pass non important items to Quinn for his barrier power


    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.

    Adventure Path & Setup Rules:

    -Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
    -When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #."
    -At the start of each scenario, after drawing your starting hand, add your harrow to it.

    PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANES || SCOURGES || LOOT

    During This Scenario: SCENARIO 6D: Legacy of Blood

  • When you advance the hour, if it is Proxy B, summon and encounter the non-closing henchman Taniniver, then banish the proxy.
  • Before you attempt to guard your location, advance the hour.

    Additional Rules: THREAT LIST:
    Danger: Boggard Champion
    Villain: Ileosa Ascendant
    Closing Henchmen: Beirawash, Ileosa's Furies - Proxy A

    Scenario Level (#): 6

    Turn: 4, Zetha/morph147

    Random Cards:

    Monsters
    Spoiler:
    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.

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

    Spoiler:
    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.

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

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

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

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

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

    Spoiler:
    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:
    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:
    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:
    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.

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

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

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

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

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


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

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


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

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

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

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

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

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

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

    Spoiler:
    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:
    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.

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

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

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

    Spoiler:
    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:
    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.

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

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

    Spoiler:
    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 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.

    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 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 1 MotherMyrtle/TColMaster
    The Healing Light
    Core
    Blessing 3
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: Characters cannot suffer scourges.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless. If the character succeeds at the check, heal them for a card.
    Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
    Hourglass Card 2 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 2 Quinn/Zalarian
    The Worldbreaker
    Core
    Blessing 3
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: You may banish a random blessing from your discards to explore.
    To Acquire:
    Banish A Boon 0
    On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 3 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 3 Kess/Matsu_Kurisu
    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 Zetha/morph147:
    Spoiler:
    Hourglass Card 4 Zetha/morph147
    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 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 5 MotherMyrtle/TColMaster
    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 6 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 6 Quinn/Zalarian
    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.
    Hourglass Card 7 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 7 Kess/Matsu_Kurisu
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 8 Zetha/morph147:
    Spoiler:
    Hourglass Card 8 Zetha/morph147
    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 9 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 9 MotherMyrtle/TColMaster
    The Marriage
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, summon and encounter an ally.
    To Acquire:
    Charisma
    Craft 4+#
    On a local check, discard to bless.
    The character attempting the check may add another local character's die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
    Hourglass Card 10 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 10 Quinn/Zalarian
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers.
    To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.
    Hourglass Card 11 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 11 Kess/Matsu_Kurisu
    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 12 Zetha/morph147:
    Spoiler:
    Hourglass Card 12 Zetha/morph147
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    Veteran
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Hourglass Card 13 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 13 MotherMyrtle/TColMaster
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.
    Hourglass Card 14 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 14 Quinn/Zalarian
    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 15 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 15 Kess/Matsu_Kurisu
    Henchman Proxy B2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Hourglass Card 16 Zetha/morph147:
    Spoiler:
    Hourglass Card 16 Zetha/morph147
    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.
    Hourglass Card 17 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 17 MotherMyrtle/TColMaster
    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 18 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 18 Quinn/Zalarian
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    Veteran
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 19 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 19 Kess/Matsu_Kurisu
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 20 Zetha/morph147:
    Spoiler:
    Hourglass Card 20 Zetha/morph147
    Henchman Proxy B3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Hourglass Card 21 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 21 MotherMyrtle/TColMaster
    The Prince of Pain
    Core
    Blessing 3
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
    To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
    Hourglass Card 22 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 22 Quinn/Zalarian
    Henchman Proxy B1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Hourglass Card 23 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 23 Kess/Matsu_Kurisu
    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.
    Hourglass Card 24 Zetha/morph147:
    Spoiler:
    Hourglass Card 24 Zetha/morph147
    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 25 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 25 MotherMyrtle/TColMaster
    Lady Luck
    Core
    Blessing 3
    Traits:
    Deity: Desna
    Divine
    When this is the hour: When you play a blessing, you may give a card to any character.
    To Acquire:
    Wisdom
    Divine
    Perception 8
    On any check, freely discard to reroll.
    Discard to move, then explore.
    Hourglass Card 26 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 26 Quinn/Zalarian
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 27 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 27 Kess/Matsu_Kurisu
    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 Zetha/morph147:
    Spoiler:
    Hourglass Card 28 Zetha/morph147
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    Veteran
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    Wisdom
    Divine
    Perception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Hourglass Card 29 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 29 MotherMyrtle/TColMaster
    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.

    Location #1: Blood Pool
    Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Blood Pool Card 1:
    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.
    Blood Pool Card 2:
    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.

    Blood Pool Card 3:
    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.
    Blood Pool Card 4:
    Fuse Grenade
    CotCT
    Item 6
    Traits:
    Alchemical
    Attack
    Bludgeoning
    Fire
    Liquid
    Ranged
    To Acquire:
    Intelligence
    Craft 14
    For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8.
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits.

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

    Blood Pool Card 5:
    Restoration
    CotCT
    Spell 4
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Banish to let a local character draw 2 cards. You may not use this power during an encounter.

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

    Blood Pool Card 6:
    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.
    Blood Pool 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.
    Blood Pool Card 8:
    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.
    Blood Pool Card 9:
    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.
    Blood Pool Card 10:
    Fury's Trident
    CotCT
    Weapon 6
    Traits:
    Fire
    Magic
    Melee
    Ranged
    Spear
    To Acquire:
    Strength
    Melee
    Ranged
    Survival 16
    For your combat check, reveal to use Strength, Melee, Ranged, or Survival + 2d8; you may remove 1d8 and the Fire trait. If proficient, you may discard a card to add another 1d8.
    On a local combat check, freely discard to add 1d8 and the Fire trait.
    You may use this power even if you have previously revealed this card on this check.

    Location #2: Ruin
    Urban
    At This Location: When a monster is undefeated, shuffle a new monster into the location.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Shuffle a new monster into another location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Quinn/Zalarian, None
    Ruin Card 1:
    Mantle of Faith
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Divine
    Fortitude 15
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On a local check against a story bane, you may freely discard to add your Divine modifier.
    Ruin Card 2:
    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.
    Ruin Card 3:
    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.
    Ruin Card 4:
    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.
    Ruin Card 5:
    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.
    Ruin Card 6:
    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.
    Ruin Card 7:
    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.
    Ruin Card 8:
    Beirawash
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 27
    OR Arcane
    Survival 12
    After acting, suffer the scourge Poisoned.
    If undefeated, suffer the scourge Entangled.
    Ruin Card 9:
    Lyre of Storms
    CotCT
    Item 6
    Traits:
    Instrument
    Magic
    To Acquire:
    Charisma
    Divine 12
    On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity.
    At the end of any turn, discard this card to let any number of other characters move.
    Ruin Card 10:
    Shapechange
    CotCT
    Spell 6
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    At the start of your turn, choose 1. Until the start of the next turn:
    * Your Strength, Dexterity, and Constitution skills are 1d12+2.
    * Your hand size is 3.
    * Your hand size is 7.
    * Your hand size is 10.
    * At the end of the scenario, banish; if proficient, discard instead.

    Location #3: Swamp
    Aquatic
    Wild
    At This Location: When you fail a check to defeat a monster, suffer the scourge Wounded.
    When Closing: Either succeed at a Wisdom or Survival 6+# check or shuffle a new monster into each location.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Zetha/morph147, None
    Swamp Card 1:
    Mobogo
    CotCT
    Monster 6
    Traits:
    Aberration
    To Defeat:
    Combat 25
    Before acting, 2 local characters summon and encounter the story bane Boggard Champion.
    The difficulty to defeat is increased by twice your number of scourge markers.
    Swamp Card 2:
    Henchman Proxy A4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Swamp Card 3:
    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.
    Swamp Card 4:
    Curse of the Worm
    CotCT
    Barrier 5
    Traits:
    Curse
    Task
    To Defeat:
    Intelligence
    Knowledge 14
    OR Wisdom
    Divine 12
    If undefeated, display this barrier.
    While displayed:
    * At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
    * When a power would remove 1 of your scourges, you may instead banish this barrier.
    Swamp Card 5:
    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.
    Swamp Card 6:
    Orc Rager
    CotCT
    Monster 2
    Traits:
    Barbarian
    Orc
    Veteran
    To Defeat:
    Combat 10+##
    Before acting, suffer 1d4 Combat damage.
    Swamp Card 7:
    Corrosive Storm
    CotCT
    Spell 6
    Traits:
    Acid
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 13
    Freely display. While displayed:
    * On combat checks, add 2d6 and the Acid trait.
    * At the end of the turn, banish; each other character suffers 1 Acid damage.

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

    Swamp Card 8:
    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.
    Swamp Card 9:
    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.
    Swamp Card 10:
    Formian Myrmidon
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Formian
    To Acquire:
    Intelligence
    Knowledge 15
    OR Charisma
    Diplomacy 14
    On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
    Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.

    Location #5: Caves
    Underground
    Wild
    At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Kess/Matsu_Kurisu, None
    Caves Card 1 (Ileosa Ascendant):
    Ileosa Ascendant
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Aristocrat
    Bard
    Devil
    Human
    To Defeat:
    Charisma
    Wisdom 12
    THEN Combat 22
    Resistant to Fire, Melee, and Ranged.
    When encountered, a character may reveal the Loot weapon Serithtial; if no character does, suffer 1d6 Force damage and this monster is evaded.
    Before acting, another local character summons and encounters the story bane Taniniver.
    The Combat difficulty to defeat is increased by 1d12.
    Caves Card 2 (Fireball Beads):
    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.

    Caves Card 3:
    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.
    Caves 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.
    Caves Card 5:
    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.
    Caves Card 6:
    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.
    Caves Card 7:
    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.
    Caves Card 8:
    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.
    Caves Card 9:
    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.

    Location #6: Repository
    Sacred
    Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M: 0 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: MotherMyrtle/TColMaster, None
    Repository Card 1:
    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.
    Repository Card 2:
    Guardian Bow
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 15
    For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
    If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Repository Card 3:
    Haughty Nobles
    Core
    Barrier 1
    Traits:
    Cache
    Task
    Veteran
    To Defeat:
    Charisma
    Diplomacy 6+#
    If you are at an Urban location, the difficulty to defeat is increased by 4.
    If undefeated, bury either an ally or a random boon.
    If defeated, you may summon and encounter a new boon of any type.
    Repository Card 4:
    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.

    Repository Card 5:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Repository 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.
    Repository Card 7:
    Commander's Falchion
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Charisma
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Repository 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.
    Repository Card 9:
    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.

    Location #7: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Feel free to use the sheet if visiting the Base


  • Zetha's Deck Handler

    Hour is Orison
    Hour power is none

    Start of turn
    Draw 3 random monsters from the box: Skeleton, Hordemaster, Meladaemon

    Display Ghost Wolf next to me

    Display Faithful hound next to Swamp

    will play bound shadow demon to examine the top of the deck, Swamp Card 1: Mobogo. Bury Bound shadow demo to put Mobogo on bottom of the location.

    first explore
    encounter Swamp Card 2: Henchman Proxy A4 -Ileosa's Furies

    BYA banish skeleton to use stealth in place of dex. Stealth Dex 11: 1d10 + 7 ⇒ (7) + 7 = 14 Success

    for combat use ahtez to use stealth+adventure deck number +cold +melee. +4 difficulty due to cold trait. Discard apprentice to power faithful hound to add 2d4 to the check. Discard Ghost wolf to add 1d8 to the combat. reload tyrant to bless the check and return apprentice to hand and Discard deck : 1d4 - 2 ⇒ (2) - 2 = 0 cards.

    Stealth Combat 24+4: 1d10 + 7 + 6 + 2d4 + 1d8 + 1d10 ⇒ (7) + 7 + 6 + (4, 2) + (3) + (9) = 38 Success. Banish henchman and attempt to close

    banish Horde master to use stealth in place of wisdom. discard blessing of Pharasma to bless to the check
    Stealth 6+6: 1d10 + 7 + 1d10 ⇒ (7) + 7 + (7) = 21 Success. Close Swamp. Move to Blood Pool. Discard faithful hounds

    recharge staff of minor healing to heal Blessing of Pharasma

    end of turn
    recovery. Use arcane for all. +1d8 from power. +1d4 from suit
    Bound shadow demon Arcane 14: 1d10 + 4 + 1d8 + 1d4 ⇒ (10) + 4 + (3) + (3) = 20 Recover
    Ghost Wolf Arcane 14: 1d10 + 4 + 1d8 + 1d4 ⇒ (5) + 4 + (5) + (3) = 17 Recover
    Faithful hound Arcane 14: 1d10 + 4 + 1d8 + 1d4 ⇒ (7) + 4 + (2) + (4) = 17 Recover

    reset hand. end turn

    "

    Zetha wrote:

    Hand: Master's Lash, Cape of Wasps, Fire Shield, Pyromaniac Mage, Apprentice, The Tyrant, Meladaemon,

    Displayed: Ahtez,
    Deck: 16 Discard: 0 Buried: 0
    Current Location: Base
    Hero Points:3
    NOTES:
    Available Support: My spells are available to use if needed. please feel free to use since they will stay out until the end of my next turn at that location
    Movement: Move to whereever Kess is

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Stalking Armor, Shaman, Black Spot, Blessing of Iomedae, Blessing of Achaekek, Bound Imp (Core), Blessing of Abadar, Blessing of Pharasma, Augury, Staff of Minor Healing (Core), Wand of Treasure Finding, Bound Lantern Archon, Phantom Steed
    Recharged: Bound Shadow Demon, Ghost Wolf, Faithful Hound,
    Discard Pile:
    Buried Pile:

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

    Favored Card: {list favored card here}
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    {Arcane}
    POWERS:
    After you play a spell that has the Attack trait, banish it.

    At the start of your turn, you may draw 1 random monster ([X] or 2 random monsters) ([X ]or 3 random monsters) from the box.
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X] or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier) ([ ] or to examine the top card of any location deck).
    [X] Add 1d4 ([X]1d8) to your check to acquire or recharge an ally or spell.
    [ ] When you would fail to acquire a boon, you may evade it. ([ ] If you do, you may shuffle it into another location deck)

    "

    Upkeep
    place Mobogo on bottom of the location


    TColMaster Mother Myrtle Alc/Arc/Support

    Out of Turn Updates: None

    Turn - Hour: The Healing Light
    Hour Rules: Characters cannot suffer scourges.
    SOT: None
    Give Card: None
    Move: XX -> YY
    Location Powers: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    Explore: Exploding Runes
    -No Perception Skill
    The First
    Divine 12: 2d12 + 4 ⇒ (8, 3) + 4 = 15
    Defeated
    MM ends their turn.

    MM attempts to recover all cards in their Recovery pile.

    MM resets their hand.

    [u]Summary[/u]
    Acquired: None
    Banished: Exploding Runes
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None

    "

    Mother Myrtle wrote:

    Hand: Staff of Greater Necromancy, Good Omen, Bottled Lightning, Clockwork Servant, Fuse Grenade, Dragon's Breath,

    Displayed: Magic Chain Mail,
    Deck: 13 Discard: 2 Buried: 0
    Hero Points: 1
    XP: 6
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Proficient with: Alchemical, Arcane, Divine, Liquid
    Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location! If my location closes, please move me to the first unoccupied location.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Lyrune-Quash Moon Maiden, Ambrosia, The Foreign Trader, Ruan Mirukova - Loot, Tangleburn Bag, Lyrune-Quash Truthspeaker
    Recharged: The First,
    Discard Pile: Death's Touch, Meteor Swarm,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Constitution +1
    Intelligence d8 ☑ +1 ☑ +2 ☐ +3
    Knowlege: INT +2
    Wisdom d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Survival: Wisdom +2
    Craft: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3

    Favored Card: {list favored card here}
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Alchemical, Arcane, Divine, and Liquid
    POWERS:
    You may use your Wisdom skill for your Arcane ([X] or Divine) check.
    When you would banish ([X] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt a Knowledge check with a difficulty of 7 ([ ])5 plus the card's adventure deck number. If you succeed, recharge it (☐ or shuffle it into your deck); if you fail, discard it.
    [X] You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait).
    [X] When a character at your location defeats a monster, you may draw an ally ([X] or a spell or an item) from your discard pile ([X] or deck, then shuffle your deck).

    "


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Out of Turn Updates: None
    Turn Order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster
    if random character, using Self as #1

    Turn - Hour: 6 - The Worldbreaker
    Hour Rules: You may banish a random blessing from your discards to explore.

    SOT: Quinn begins his turn examining the top card of his location: Mantle of Faith
    Give Card: None
    Move: stay at Ruin
    Location Powers: When a monster is undefeated, shuffle a new monster into the location.

    Mantle of Faith (Known):

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

    Constitution Check DC XX: 1d6 + 0 ⇒ (6) + 0 = 6 No Success

    Will use The Theater to explore; it is recharged since harrow and draw random ally to hand (fortune-teller)

    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.

    Will reveal Serithtial and freely reveal dancing Dagger
    If story bane add 2d6
    Recharge Gem of Mental Clarity to use Knowledge+1
    Acrobatics INT KNOW Combat Check DC 21: 1d10 + 6 + 1d12 + 4 + 1 + 1d4 ⇒ (4) + 6 + (5) + 4 + 1 + (3) = 23
    Monster Defeated

    Will discard fortune-teller to explore

    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.

    Will use the carnival to bless
    Knowledge Check DC 6+6=12: 1d10 + 6 + 1d10 ⇒ (2) + 6 + (9) = 17 Auto Success - heal 1
    Quinn is healed for 1: (w3Blackjack's Rapier). Deck shuffled.

    Will discard The Demon's Lantern to explore

    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.

    Strength Check DC XX: 1d6 + 0 ⇒ (2) + 0 = 2 No Success

    Quinn Ends his turn examining the top card of his location: Friendly Game of Sredna

    Reminder of Scenario changes:

    During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.
    Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades
    SCENARIO 6D: Legacy of Blood

  • When you advance the hour, if it is Proxy B, summon and encounter the non-closing henchman Taniniver, then banish the proxy.
  • Before you attempt to guard your location, advance the hour.
  • Quinn attempts to recover all cards in their Recovery pile.

    Quinn resets their hand.

    "

    Quinn wrote:

    Hand: w1Dancing Dagger, w1Serithtial, Cerulean Mastermind, Elixir of Focus, Venster Arabasti, Dust of Revealing, Wyvern Poison, The Theater,

    Displayed: Moon Maiden Armor,
    Deck: 10 Discard: 4 Buried: 0
    Hero Points: 5
    Reroll last used: 6C/ HP last used: 4D/ draw used 4B
    NOTES:
    Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
    Would rather avenge against a barrier than bury thieve's tools if possible
    Fate-reader Lenses or Third Eye adds d10 to anyones Perception (can't use both)
    Mastermind can add knowledge skill to any local N/C check in a pinch
    Other: Feel free to pass non important items to Quinn for his barrier power

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Peacock, Shocking Sawtooth Saber, w3Blackjack's Rapier, Gem of Mental Acuity, Dream Spider, Leech, Third Eye, Zellara's Harrow Deck, The Marriage, Thieves' Tools
    Recharged:
    Discard Pile: Fate-reader Lenses, Fortune-teller, The Carnival, The Demon's Lantern,
    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
    Proficiencies:
    None
    POWERS:
    When you attempt a 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. (□ If
    you are the only local character, you may add another 1d6.) (FAQ Entry)
    On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
    At the end (☑ or start) of your turn, you may
    examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
    you examine it.)
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
    ☑ 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).

    "

    [u]Summary[/u]
    Current Location: Ruin
    Acquired: None
    Banished: a few
    Examined: Friendly Game of Sredna
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None


    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.

    Adventure Path & Setup Rules:

    -Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
    -When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #."
    -At the start of each scenario, after drawing your starting hand, add your harrow to it.

    PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANES || SCOURGES || LOOT

    During This Scenario: SCENARIO 6D: Legacy of Blood

  • When you advance the hour, if it is Proxy B, summon and encounter the non-closing henchman Taniniver, then banish the proxy.
  • Before you attempt to guard your location, advance the hour.

    Additional Rules: THREAT LIST:
    Danger: Boggard Champion
    Villain: Ileosa Ascendant
    Closing Henchmen: Beirawash, Ileosa's Furies - Proxy A

    Scenario Level (#): 6

    Turn: 7, Kess/Matsu_Kurisu

    Random Cards:

    Monsters
    Spoiler:
    Scarlet Walker
    CotCT
    Monster 6
    Traits:
    Outsider
    Sorcerer
    To Defeat:
    Combat 27
    OR Arcane
    Divine 14
    Immune to Acid, Cold, and Poison.
    Resistant to Attack.
    Before acting, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discards.

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

    Spoiler:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    Veteran
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.

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

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

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

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

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

    Spoiler:
    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.

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

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

    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:
    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:
    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:
    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:
    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.


    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:
    Greater Bolstering Armor
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
    * When you suffer any damage, you may bury to reduce it to 0.

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

    Spoiler:
    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:
    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.

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

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

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

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

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


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

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

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

    Blessings
    Spoiler:
    The Crows
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
    To Acquire:
    Dexterity
    Stealth 4+#
    On your check to acquire, discard to bless twice.
    Discard to explore; if you do not encounter a boon, bury this card instead.

    Spoiler:
    Blackfingers
    Core
    Blessing 3
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
    To Acquire:
    Craft
    Divine
    Stealth 8
    On any check, discard to bless.
    On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
    Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.

    Spoiler:
    The Peacock
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, if no boons are played, it is blessed.
    To Acquire:
    Dexterity
    Diplomacy 4+#
    On any check, recharge to bless.
    No other boon may be played on this check.
    Discard to explore.

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

    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.

    Hour Power: No effect.

    Current Hour:

    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.

    Hours Remaining: 26

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/morph147:
    Spoiler:
    Hourglass Card 1 Zetha/morph147
    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 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 2 MotherMyrtle/TColMaster
    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 3 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 3 Quinn/Zalarian
    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.
    Hourglass Card 4 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 4 Kess/Matsu_Kurisu
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 5 Zetha/morph147:
    Spoiler:
    Hourglass Card 5 Zetha/morph147
    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 6 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 6 MotherMyrtle/TColMaster
    The Marriage
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, summon and encounter an ally.
    To Acquire:
    Charisma
    Craft 4+#
    On a local check, discard to bless.
    The character attempting the check may add another local character's die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
    Hourglass Card 7 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 7 Quinn/Zalarian
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers.
    To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.
    Hourglass Card 8 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 8 Kess/Matsu_Kurisu
    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 9 Zetha/morph147:
    Spoiler:
    Hourglass Card 9 Zetha/morph147
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    Veteran
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Hourglass Card 10 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 10 MotherMyrtle/TColMaster
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.
    Hourglass Card 11 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 11 Quinn/Zalarian
    The Gold-fisted
    Core
    Blessing 3
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: When you acquire a boon, you may recharge a card.
    To Acquire:
    Craft
    Divine 8
    On a local check to acquire, reload to add 1d4.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.
    Hourglass Card 12 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 12 Kess/Matsu_Kurisu
    Henchman Proxy B2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Hourglass Card 13 Zetha/morph147:
    Spoiler:
    Hourglass Card 13 Zetha/morph147
    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.
    Hourglass Card 14 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 14 MotherMyrtle/TColMaster
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 15 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 15 Quinn/Zalarian
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    Veteran
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 16 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 16 Kess/Matsu_Kurisu
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 17 Zetha/morph147:
    Spoiler:
    Hourglass Card 17 Zetha/morph147
    Henchman Proxy B3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Hourglass Card 18 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 18 MotherMyrtle/TColMaster
    The Prince of Pain
    Core
    Blessing 3
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
    To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
    Hourglass Card 19 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 19 Quinn/Zalarian
    Henchman Proxy B1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Hourglass Card 20 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 20 Kess/Matsu_Kurisu
    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.
    Hourglass Card 21 Zetha/morph147:
    Spoiler:
    Hourglass Card 21 Zetha/morph147
    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 22 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 22 MotherMyrtle/TColMaster
    Lady Luck
    Core
    Blessing 3
    Traits:
    Deity: Desna
    Divine
    When this is the hour: When you play a blessing, you may give a card to any character.
    To Acquire:
    Wisdom
    Divine
    Perception 8
    On any check, freely discard to reroll.
    Discard to move, then explore.
    Hourglass Card 23 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 23 Quinn/Zalarian
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 24 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 24 Kess/Matsu_Kurisu
    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 25 Zetha/morph147:
    Spoiler:
    Hourglass Card 25 Zetha/morph147
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    Veteran
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    Wisdom
    Divine
    Perception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Hourglass Card 26 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 26 MotherMyrtle/TColMaster
    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.

    Location #1: Blood Pool
    Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Zetha/morph147, None

    Blood Pool Card 1:
    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.
    Blood Pool Card 2:
    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.

    Blood Pool Card 3:
    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.
    Blood Pool Card 4:
    Fuse Grenade
    CotCT
    Item 6
    Traits:
    Alchemical
    Attack
    Bludgeoning
    Fire
    Liquid
    Ranged
    To Acquire:
    Intelligence
    Craft 14
    For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8.
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits.

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

    Blood Pool Card 5:
    Restoration
    CotCT
    Spell 4
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Banish to let a local character draw 2 cards. You may not use this power during an encounter.

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

    Blood Pool Card 6:
    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.
    Blood Pool 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.
    Blood Pool Card 8:
    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.
    Blood Pool Card 9:
    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.
    Blood Pool Card 10:
    Fury's Trident
    CotCT
    Weapon 6
    Traits:
    Fire
    Magic
    Melee
    Ranged
    Spear
    To Acquire:
    Strength
    Melee
    Ranged
    Survival 16
    For your combat check, reveal to use Strength, Melee, Ranged, or Survival + 2d8; you may remove 1d8 and the Fire trait. If proficient, you may discard a card to add another 1d8.
    On a local combat check, freely discard to add 1d8 and the Fire trait.
    You may use this power even if you have previously revealed this card on this check.

    Location #2: Ruin
    Urban
    At This Location: When a monster is undefeated, shuffle a new monster into the location.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Shuffle a new monster into another location.
    M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Quinn/Zalarian, None
    Ruin Card 1 (Friendly Game of Sredna):
    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.
    Ruin Card 2:
    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.
    Ruin Card 3:
    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.
    Ruin Card 4:
    Beirawash
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 27
    OR Arcane
    Survival 12
    After acting, suffer the scourge Poisoned.
    If undefeated, suffer the scourge Entangled.
    Ruin Card 5:
    Lyre of Storms
    CotCT
    Item 6
    Traits:
    Instrument
    Magic
    To Acquire:
    Charisma
    Divine 12
    On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity.
    At the end of any turn, discard this card to let any number of other characters move.
    Ruin Card 6:
    Shapechange
    CotCT
    Spell 6
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    At the start of your turn, choose 1. Until the start of the next turn:
    * Your Strength, Dexterity, and Constitution skills are 1d12+2.
    * Your hand size is 3.
    * Your hand size is 7.
    * Your hand size is 10.
    * At the end of the scenario, banish; if proficient, discard instead.

    Location #5: Caves
    Underground
    Wild
    At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Kess/Matsu_Kurisu, None
    Caves Card 1 (Ileosa Ascendant):
    Ileosa Ascendant
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Aristocrat
    Bard
    Devil
    Human
    To Defeat:
    Charisma
    Wisdom 12
    THEN Combat 22
    Resistant to Fire, Melee, and Ranged.
    When encountered, a character may reveal the Loot weapon Serithtial; if no character does, suffer 1d6 Force damage and this monster is evaded.
    Before acting, another local character summons and encounters the story bane Taniniver.
    The Combat difficulty to defeat is increased by 1d12.
    Caves Card 2 (Fireball Beads):
    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.

    Caves Card 3:
    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.
    Caves 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.
    Caves Card 5:
    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.
    Caves Card 6:
    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.
    Caves Card 7:
    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.
    Caves Card 8:
    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.
    Caves Card 9:
    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.

    Location #6: Repository
    Sacred
    Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M: 0 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: MotherMyrtle/TColMaster, None
    Repository Card 1:
    Guardian Bow
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 15
    For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
    If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Repository Card 2:
    Haughty Nobles
    Core
    Barrier 1
    Traits:
    Cache
    Task
    Veteran
    To Defeat:
    Charisma
    Diplomacy 6+#
    If you are at an Urban location, the difficulty to defeat is increased by 4.
    If undefeated, bury either an ally or a random boon.
    If defeated, you may summon and encounter a new boon of any type.
    Repository Card 3:
    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.

    Repository Card 4:
    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.
    Repository Card 5:
    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.
    Repository Card 6:
    Commander's Falchion
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Charisma
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Repository Card 7:
    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.
    Repository Card 8:
    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.

    Location #7: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Feel free to use the sheet if visiting the Base

  • Vigilant Seal

    Deck handler link

    Turn order: Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster, Quinn/Zalarian,

    Out of Turn Updates

    Blessing = #7 Kess/Matsu Kurisu: Benefaction
    When this is the hour: No effect

    Start of Turn

    Kit Swap:
    Into Kit ( )
    Into Hand ( )

    At: #5: Caves
    Give: No
    Move: No
    At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.

    Display Bearskin Armor

    Free explore = 1: Ileosa Ascendant, Story Bane 6

    Boss fight!:

    Spoiler:
    Type: Monster
    Traits:
    Aristocrat
    Bard
    Devil
    Human
    To Defeat:
    Charisma
    Wisdom 12
    THEN Combat 22
    Resistant to Fire, Melee, and Ranged.
    When encountered, a character may reveal the Loot weapon Serithtial; if no character does, suffer 1d6 Force damage and this monster is evaded.
    Before acting, another local character summons and encounters the story bane Taniniver.
    The Combat difficulty to defeat is increased by 1d12.

    Quinn reveals Serithtial, can encounter villain
    Charisma 1d8+3, Kess.Ally recharge(Verdant Rager (AD2)) +1d4+2
    #1 Charisma 12: 1d8 + 3 + 1d4 + 2 ⇒ (6) + 3 + (3) + 2 = 14 Success

    Combat DC increase: 1d12 ⇒ 3

    Kess.Melee 1d10+3+3+1d12, Reveal Amulet of Furious Fists +2d6, Discard Blessing of Nivi Rhombodazzle(6s=7) +2d6, Kess.Ally recharge(lt Sklar-Quah Thundercaller (AD4)) +1d4+4, Resistant Melee -4
    Combat 25(22+3): 1d10 + 3 + 3 + 1d12 + 2d6 + 2d6 + 1d4 + 4 - 4 ⇒ (3) + 3 + 3 + (9) + (3, 4) + (2, 5) + (2) + 4 - 4 = 34 Defeated. Villain flees processed
    Kess heal: 1d1 ⇒ 1 (Blessing of Nivi Rhombodazzle)

    Kess ends her turn.

    Kess attempts to recover all cards in her Recovery pile.

    Kess resets her hand.
    Reveal Plant ( ) +0HS
    Discard
    Draw Magic Spyglass
    Pious Healer (AD6)
    Cloud Puff
    Blessing of Ra

    Summary
    Location = #5: Caves
    Acquired =
    Banished = 1: Ileosa Ascendant
    Examined =
    Displayed =

    From Box =

    Give =
    Used =

    Other = Villain flees processed

    "

    Kess wrote:

    Hand: Reed Snake Armor, Amulet of Furious Fists, hw The Bear, Magic Spyglass, Pious Healer (AD6), Cloud Puff, Blessing of Ra,

    Displayed: Bearskin Armor,
    Deck: 13 Discard: 0 Buried: 0
    Current Location: #2: Chambers
    Hero Points: 1
    NOTES:
    Available Support: Distant: Blessings Available.
    Local:
    [X] When another local character would encounter a monster, you may discard a card to encounter it instead (Use if you encounter a Monster you don't like).
    Other: Other: On Close, move with Quinn

    [spoiler=Skills and Powers]SKILLS

    Strength d10 ☑ +1 ☑ +2 ☑ +3
    - Melee: Strength +3
    Dexterity d6
    - Acrobatics: Dexterity +3
    - Stealth: Dexterity +3
    Constitution d8
    - Fortitude: Constitution +1
    Intelligence d6
    Wisdom d4
    Charisma d8 ☑ +1 ☑ +2 ☑ +3
    - Diplomacy: Charisma +3

    Favored Card: Ally
    Hand Size: 5 [X]6 [X] 7
    Proficiencies:
    [i][/i]
    POWERS:
    For your combat check, you may use Melee + 1d8 ([X] or Melee +1d12 and add the Magic trait).
    On a your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card's level.
    When you discard or bury a card as damage, it counts as up to 2 ([X] 3) cards.
    When you defeat a monster, you may heal a card (☐ or an ally).
    You may add Blackjack cards to your deck list in addition to your other cards.
    After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
    At the start of your turn, you may exchange a card in your hand with a card in your kit.
    □ When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack boon instead.
    □ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (□ or 2 dice).
    [X] When another local character would encounter a monster (□ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (□ and add 1d6 to your checks against it).
    □ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
    [X] Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "

    [/spoiler]


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Guarding Ruin by defeating Danger.

    Boggard Champion:

    Story Bane
    Type: Monster
    Traits: Aquatic Barbarian Boggard Veteran
    To Defeat: Combat 11+##
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d12. If undefeated, bury a random card from your discards and suffer the scourge Frightened.

    Will reveal Serithtial and freely reveal dancing dagger
    If story bane add 2d6
    Recharge Dust of Revealing to use Knowledge+4
    Acrobatics INT KNOW Combat Check DC 11+12=23: 1d10 + 6 + 1d12 + 4 + 2d6 + 4 + 1d4 ⇒ (8) + 6 + (3) + 4 + (2, 4) + 4 + (1) = 32
    Monster Defeated


    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    Processes assuming that Zetha buried 2 cards and Mother Myrtel did not guard. (can amend if necessary)

    During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.

    Adventure Path & Setup Rules:

    -Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
    -When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #."
    -At the start of each scenario, after drawing your starting hand, add your harrow to it.

    PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANES || SCOURGES || LOOT

    During This Scenario: SCENARIO 6D: Legacy of Blood

  • When you advance the hour, if it is Proxy B, summon and encounter the non-closing henchman Taniniver, then banish the proxy.
  • Before you attempt to guard your location, advance the hour.

    Additional Rules: THREAT LIST:
    Danger: Boggard Champion
    Villain: Ileosa Ascendant
    Closing Henchmen: Beirawash, Ileosa's Furies - Proxy A

    Scenario Level (#): 6

    Turn: 8, Zetha/morph147

    Random Cards:

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

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

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

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

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

    Spoiler:
    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.

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

    Spoiler:
    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.

    Weapons
    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:
    Ashbringer
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Loot
    Magic
    Melee
    Scythe
    Slashing
    To Acquire:
    Strength
    Melee 18
    For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.

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

    Spoiler:
    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:
    Dominate
    CotCT
    Spell 6
    Traits:
    Arcane
    Attack
    Divine
    Magic
    Mental
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    When you encounter a monster, banish to evade it, then search your location for a boon and draw it.

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


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

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


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

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


    Spoiler:
    Enchant Weapon
    Core
    Spell 0
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    IntelligenceWisdomArcaneDivine 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.

    Armors
    Spoiler:
    Greater Bolstering Armor
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
    * When you suffer any damage, you may bury to reduce it to 0.

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

    Spoiler:
    The 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.

    Hour Power: On your check against an Undead card, add 1d6.

    Current Hour:

    Pharasma's Knowing:
    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.

    Hours Remaining: 25

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 1 MotherMyrtle/TColMaster
    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 2 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 2 Quinn/Zalarian
    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.
    Hourglass Card 3 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 3 Kess/Matsu_Kurisu
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 4 Zetha/morph147:
    Spoiler:
    Hourglass Card 4 Zetha/morph147
    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 5 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 5 MotherMyrtle/TColMaster
    The Marriage
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, summon and encounter an ally.
    To Acquire:
    Charisma
    Craft 4+#
    On a local check, discard to bless.
    The character attempting the check may add another local character's die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
    Hourglass Card 6 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 6 Quinn/Zalarian
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers.
    To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.
    Hourglass Card 7 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 7 Kess/Matsu_Kurisu
    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 8 Zetha/morph147:
    Spoiler:
    Hourglass Card 8 Zetha/morph147
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    Veteran
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Hourglass Card 9 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 9 MotherMyrtle/TColMaster
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.
    Hourglass Card 10 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 10 Quinn/Zalarian
    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 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 11 Kess/Matsu_Kurisu
    Henchman Proxy B2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Hourglass Card 12 Zetha/morph147:
    Spoiler:
    Hourglass Card 12 Zetha/morph147
    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.
    Hourglass Card 13 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 13 MotherMyrtle/TColMaster
    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 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 14 Quinn/Zalarian
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    Veteran
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 15 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 15 Kess/Matsu_Kurisu
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 16 Zetha/morph147:
    Spoiler:
    Hourglass Card 16 Zetha/morph147
    Henchman Proxy B3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Hourglass Card 17 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 17 MotherMyrtle/TColMaster
    The Prince of Pain
    Core
    Blessing 3
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
    To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
    Hourglass Card 18 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 18 Quinn/Zalarian
    Henchman Proxy B1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Hourglass Card 19 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 19 Kess/Matsu_Kurisu
    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.
    Hourglass Card 20 Zetha/morph147:
    Spoiler:
    Hourglass Card 20 Zetha/morph147
    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 21 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 21 MotherMyrtle/TColMaster
    Lady Luck
    Core
    Blessing 3
    Traits:
    Deity: Desna
    Divine
    When this is the hour: When you play a blessing, you may give a card to any character.
    To Acquire:
    Wisdom
    Divine
    Perception 8
    On any check, freely discard to reroll.
    Discard to move, then explore.
    Hourglass Card 22 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 22 Quinn/Zalarian
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 23 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 23 Kess/Matsu_Kurisu
    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 24 Zetha/morph147:
    Spoiler:
    Hourglass Card 24 Zetha/morph147
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    Veteran
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    Wisdom
    Divine
    Perception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Hourglass Card 25 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 25 MotherMyrtle/TColMaster
    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.

    Location #1: Blood Pool
    Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Zetha/morph147, None

    Blood Pool Card 1:
    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.
    Blood Pool Card 2:
    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.

    Blood Pool Card 3:
    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.
    Blood Pool Card 4:
    Fuse Grenade
    CotCT
    Item 6
    Traits:
    Alchemical
    Attack
    Bludgeoning
    Fire
    Liquid
    Ranged
    To Acquire:
    Intelligence
    Craft 14
    For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8.
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits.

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

    Blood Pool Card 5:
    Restoration
    CotCT
    Spell 4
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Banish to let a local character draw 2 cards. You may not use this power during an encounter.

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

    Blood Pool Card 6:
    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.
    Blood Pool 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.
    Blood Pool Card 8:
    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.
    Blood Pool Card 9:
    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.
    Blood Pool Card 10:
    Fury's Trident
    CotCT
    Weapon 6
    Traits:
    Fire
    Magic
    Melee
    Ranged
    Spear
    To Acquire:
    Strength
    Melee
    Ranged
    Survival 16
    For your combat check, reveal to use Strength, Melee, Ranged, or Survival + 2d8; you may remove 1d8 and the Fire trait. If proficient, you may discard a card to add another 1d8.
    On a local combat check, freely discard to add 1d8 and the Fire trait.
    You may use this power even if you have previously revealed this card on this check.

    Location #2: Ruin
    Urban
    At This Location: When a monster is undefeated, shuffle a new monster into the location.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Shuffle a new monster into another location.
    M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Quinn/Zalarian, None
    Ruin Card 1 (Friendly Game of Sredna):
    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.
    Ruin Card 2:
    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.
    Ruin Card 3:
    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.
    Ruin Card 4:
    Beirawash
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 27
    OR Arcane
    Survival 12
    After acting, suffer the scourge Poisoned.
    If undefeated, suffer the scourge Entangled.
    Ruin Card 5:
    Lyre of Storms
    CotCT
    Item 6
    Traits:
    Instrument
    Magic
    To Acquire:
    Charisma
    Divine 12
    On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity.
    At the end of any turn, discard this card to let any number of other characters move.
    Ruin Card 6:
    Shapechange
    CotCT
    Spell 6
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    At the start of your turn, choose 1. Until the start of the next turn:
    * Your Strength, Dexterity, and Constitution skills are 1d12+2.
    * Your hand size is 3.
    * Your hand size is 7.
    * Your hand size is 10.
    * At the end of the scenario, banish; if proficient, discard instead.

    Location #6: Repository
    Sacred
    Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M: 0 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Kess/Matsu_Kurisu, MotherMyrtle/TColMaster, Ileosa Ascendant
    Repository Card 1:
    Guardian Bow
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 15
    For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
    If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Repository Card 2:
    Commander's Falchion
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Charisma
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Repository Card 3:
    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.
    Repository Card 4:
    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.
    Repository Card 5:
    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.
    Repository Card 6:
    Ileosa Ascendant
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Aristocrat
    Bard
    Devil
    Human
    To Defeat:
    Charisma
    Wisdom 12
    THEN Combat 22
    Resistant to Fire, Melee, and Ranged.
    When encountered, a character may reveal the Loot weapon Serithtial; if no character does, suffer 1d6 Force damage and this monster is evaded.
    Before acting, another local character summons and encounters the story bane Taniniver.
    The Combat difficulty to defeat is increased by 1d12.
    Repository Card 7:
    Haughty Nobles
    Core
    Barrier 1
    Traits:
    Cache
    Task
    Veteran
    To Defeat:
    Charisma
    Diplomacy 6+#
    If you are at an Urban location, the difficulty to defeat is increased by 4.
    If undefeated, bury either an ally or a random boon.
    If defeated, you may summon and encounter a new boon of any type.
    Repository Card 8:
    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.

    Repository Card 9:
    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.

    Location #7: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Feel free to use the sheet if visiting the Base


  • Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    Zetha declined to guard. Blessing advanced by 1 for Quinn's Guard.

    During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.

    Adventure Path & Setup Rules:

    -Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
    -When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #."
    -At the start of each scenario, after drawing your starting hand, add your harrow to it.

    PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANES || SCOURGES || LOOT

    During This Scenario: SCENARIO 6D: Legacy of Blood

  • When you advance the hour, if it is Proxy B, summon and encounter the non-closing henchman Taniniver, then banish the proxy.
  • Before you attempt to guard your location, advance the hour.

    Additional Rules: THREAT LIST:
    Danger: Boggard Champion
    Villain: Ileosa Ascendant
    Closing Henchmen: Beirawash, Ileosa's Furies - Proxy A

    Scenario Level (#): 6

    Turn: 8, Zetha/morph147

    Random Cards:

    Monsters
    Spoiler:
    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.

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

    Spoiler:
    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.

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

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

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

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

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

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

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

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

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

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


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

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


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

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

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

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

    Spoiler:
    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:
    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:
    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.


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

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

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

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


    Spoiler:
    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.

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

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

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

    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.

    Hour Power: On your Charisma check, you may use your Intelligence die instead of the normal die.

    Current Hour:

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

    Hours Remaining: 24

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 1 MotherMyrtle/TColMaster
    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.
    Hourglass Card 2 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 2 Quinn/Zalarian
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 3 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 3 Kess/Matsu_Kurisu
    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 4 Zetha/morph147:
    Spoiler:
    Hourglass Card 4 Zetha/morph147
    The Marriage
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, summon and encounter an ally.
    To Acquire:
    Charisma
    Craft 4+#
    On a local check, discard to bless.
    The character attempting the check may add another local character's die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
    Hourglass Card 5 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 5 MotherMyrtle/TColMaster
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers.
    To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.
    Hourglass Card 6 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 6 Quinn/Zalarian
    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 7 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 7 Kess/Matsu_Kurisu
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    Veteran
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Hourglass Card 8 Zetha/morph147:
    Spoiler:
    Hourglass Card 8 Zetha/morph147
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.
    Hourglass Card 9 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 9 MotherMyrtle/TColMaster
    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 10 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 10 Quinn/Zalarian
    Henchman Proxy B2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Hourglass Card 11 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 11 Kess/Matsu_Kurisu
    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.
    Hourglass Card 12 Zetha/morph147:
    Spoiler:
    Hourglass Card 12 Zetha/morph147
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 13 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 13 MotherMyrtle/TColMaster
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    Veteran
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 14 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 14 Quinn/Zalarian
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 15 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 15 Kess/Matsu_Kurisu
    Henchman Proxy B3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Hourglass Card 16 Zetha/morph147:
    Spoiler:
    Hourglass Card 16 Zetha/morph147
    The Prince of Pain
    Core
    Blessing 3
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
    To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
    Hourglass Card 17 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 17 MotherMyrtle/TColMaster
    Henchman Proxy B1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Hourglass Card 18 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 18 Quinn/Zalarian
    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.
    Hourglass Card 19 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 19 Kess/Matsu_Kurisu
    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 20 Zetha/morph147:
    Spoiler:
    Hourglass Card 20 Zetha/morph147
    Lady Luck
    Core
    Blessing 3
    Traits:
    Deity: Desna
    Divine
    When this is the hour: When you play a blessing, you may give a card to any character.
    To Acquire:
    Wisdom
    Divine
    Perception 8
    On any check, freely discard to reroll.
    Discard to move, then explore.
    Hourglass Card 21 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 21 MotherMyrtle/TColMaster
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 22 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 22 Quinn/Zalarian
    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 23 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 23 Kess/Matsu_Kurisu
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    Veteran
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    Wisdom
    Divine
    Perception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Hourglass Card 24 Zetha/morph147:
    Spoiler:
    Hourglass Card 24 Zetha/morph147
    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.

    Location #1: Blood Pool
    Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here: Zetha/morph147, None

    Blood Pool Card 1:
    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.
    Blood Pool Card 2:
    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.
    Blood Pool Card 3:
    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.
    Blood Pool Card 4:
    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.

    Blood Pool Card 5:
    Restoration
    CotCT
    Spell 4
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Banish to let a local character draw 2 cards. You may not use this power during an encounter.

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

    Blood Pool Card 6:
    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.
    Blood Pool Card 7:
    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.
    Blood Pool Card 8:
    Fuse Grenade
    CotCT
    Item 6
    Traits:
    Alchemical
    Attack
    Bludgeoning
    Fire
    Liquid
    Ranged
    To Acquire:
    Intelligence
    Craft 14
    For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8.
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits.

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

    Blood Pool Card 9:
    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.
    Blood Pool Card 10:
    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.
    Blood Pool Card 11:
    Fury's Trident
    CotCT
    Weapon 6
    Traits:
    Fire
    Magic
    Melee
    Ranged
    Spear
    To Acquire:
    Strength
    Melee
    Ranged
    Survival 16
    For your combat check, reveal to use Strength, Melee, Ranged, or Survival + 2d8; you may remove 1d8 and the Fire trait. If proficient, you may discard a card to add another 1d8.
    On a local combat check, freely discard to add 1d8 and the Fire trait.
    You may use this power even if you have previously revealed this card on this check.

    Location #2: Ruin
    Urban
    At This Location: When a monster is undefeated, shuffle a new monster into the location.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Shuffle a new monster into another location.
    M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Quinn/Zalarian, None
    Ruin Card 1 (Friendly Game of Sredna):
    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.
    Ruin Card 2:
    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.
    Ruin Card 3:
    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.
    Ruin Card 4:
    Beirawash
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 27
    OR Arcane
    Survival 12
    After acting, suffer the scourge Poisoned.
    If undefeated, suffer the scourge Entangled.
    Ruin Card 5:
    Lyre of Storms
    CotCT
    Item 6
    Traits:
    Instrument
    Magic
    To Acquire:
    Charisma
    Divine 12
    On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity.
    At the end of any turn, discard this card to let any number of other characters move.
    Ruin Card 6:
    Shapechange
    CotCT
    Spell 6
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    At the start of your turn, choose 1. Until the start of the next turn:
    * Your Strength, Dexterity, and Constitution skills are 1d12+2.
    * Your hand size is 3.
    * Your hand size is 7.
    * Your hand size is 10.
    * At the end of the scenario, banish; if proficient, discard instead.

    Location #6: Repository
    Sacred
    Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M: 0 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Kess/Matsu_Kurisu, MotherMyrtle/TColMaster,
    Repository Card 1:
    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.

    Repository Card 2:
    Haughty Nobles
    Core
    Barrier 1
    Traits:
    Cache
    Task
    Veteran
    To Defeat:
    Charisma
    Diplomacy 6+#
    If you are at an Urban location, the difficulty to defeat is increased by 4.
    If undefeated, bury either an ally or a random boon.
    If defeated, you may summon and encounter a new boon of any type.
    Repository Card 3:
    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.
    Repository Card 4:
    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.
    Repository Card 5:
    Ileosa Ascendant
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Aristocrat
    Bard
    Devil
    Human
    To Defeat:
    Charisma
    Wisdom 12
    THEN Combat 22
    Resistant to Fire, Melee, and Ranged.
    When encountered, a character may reveal the Loot weapon Serithtial; if no character does, suffer 1d6 Force damage and this monster is evaded.
    Before acting, another local character summons and encounters the story bane Taniniver.
    The Combat difficulty to defeat is increased by 1d12.
    Repository 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.
    Repository Card 7:
    Commander's Falchion
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Charisma
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Repository Card 8:
    Guardian Bow
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 15
    For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
    If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Repository Card 9:
    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.

    Location #7: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Feel free to use the sheet if visiting the Base


  • Zetha's Deck Handler

    Hour is The Rakshasa
    Hour power is On your Charisma check, you may use your Intelligence die instead of the normal die.

    Start of turn
    Draw 3 random monsters from the box
    Gargoyle, Infernal Warhounds, Dybbuk

    First explore
    Encounter Blood Pool Card 1: The Savored Sting. banish Gargoyle to use stealth in place of charisma. +1d4 from suit.
    Stealth Charisma 8: 1d10 + 7 + 1d4 ⇒ (2) + 7 + (2) = 11 Success

    Second explore
    discard apprentice to explore. Encounter Blood Pool Card 2: Roc. Will use ahtez to use stealth+adventure deck number +cold and melee. Play Fire Shield to add 1d8 and cold.

    Combat 19: 1d10 + 7 + 6 + 1d8 ⇒ (6) + 7 + 6 + (4) = 23 Success. Banish Roc

    third explore
    discard The tyrant to explore. since it is my harrow draw apprentice. Blood Pool Card 3: Wand of Flame. Will attempt arcane. +1d4 to from suit.
    Arcane 9: 1d10 + 4 + 1d4 ⇒ (3) + 4 + (2) = 9 Success.

    recharge staff of minor healing to heal the tyrant.

    fourth explore
    discard apprentice to explore again. encounter Blood Pool Card 4: Landshark Whelp banish Dybbuk to use stealth in place of survival. +1d8 from power
    Stealth 9: 1d10 + 7 + 1d8 ⇒ (7) + 7 + (4) = 18 Success.

    End turn
    recover fire shield. +1d8 power, +1d4 suit
    Arcane 12: 1d10 + 4 + 1d8 + 1d4 ⇒ (2) + 4 + (8) + (1) = 15 Success.

    discard wall of flame. reset hand end turn

    "

    Zetha wrote:

    Hand: Master's Lash, Cape of Wasps, Bound Imp (Core), Pyromaniac Mage, Landshark Whelp, The Savored Sting, Infernal Warhounds,

    Displayed: Ahtez,
    Deck: 17 Discard: 2 Buried: 0
    Current Location: Base
    Hero Points:3
    NOTES:
    Available Support: My spells are available to use if needed. please feel free to use since they will stay out until the end of my next turn at that location
    Movement: Move to whereever Kess is

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Black Spot, Faithful Hound, Blessing of Abadar, Staff of Minor Healing (Core), Blessing of Pharasma, Bound Shadow Demon, Wand of Treasure Finding, Blessing of Iomedae, Augury, Blessing of Achaekek, Stalking Armor, Shaman, The Tyrant, Ghost Wolf, Bound Lantern Archon, Phantom Steed
    Recharged: Fire Shield,
    Discard Pile: Apprentice, Wall of Flame,
    Buried Pile:

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

    Favored Card: {list favored card here}
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    {Arcane}
    POWERS:
    After you play a spell that has the Attack trait, banish it.

    At the start of your turn, you may draw 1 random monster ([X] or 2 random monsters) ([X ]or 3 random monsters) from the box.
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X] or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier) ([ ] or to examine the top card of any location deck).
    [X] Add 1d4 ([X]1d8) to your check to acquire or recharge an ally or spell.
    [ ] When you would fail to acquire a boon, you may evade it. ([ ] If you do, you may shuffle it into another location deck)

    "

    Upkeep
    Acquire blood pool 1,3,4
    banish blood pool 2


    TColMaster Mother Myrtle Alc/Arc/Support

    Out of Turn Updates: None

    Turn - Hour: The Locksmith
    Hour Rules: On your check, you may recharge a card to replace all d4s with d8s.
    SOT: None
    Give Card: None
    Move: XX -> YY
    Location Powers: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    Explore: Divine Blaze
    Recharge Fuse Grenade for MM 1d4 Recharge power
    Wis 12: 1d12 + 1d4 + 4 ⇒ (9) + (1) + 4 = 14
    Acquired

    Bury Clockwork Servant to Explore

    Haughty Nobles CHA 12: 1d6 ⇒ 3
    Can't possibly pass, damage
    Boon Bury: 1d4 ⇒ 1

    MM ends their turn.

    MM attempts to recover all cards in their Recovery pile.
    Clockwork Servant Recharge: 1d12 + 6 ⇒ (4) + 6 = 10
    MM resets their hand.

    [u]Summary[/u]
    Acquired: Divine Blaze
    Banished: None
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None

    "

    Mother Myrtle wrote:

    Hand: Tangleburn Bag, Good Omen, Bottled Lightning, The Foreign Trader, Lyrune-Quash Truthspeaker, Dragon's Breath,

    Displayed: Magic Chain Mail,
    Deck: 13 Discard: 2 Buried: 1
    Hero Points: 1
    XP: 6
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Proficient with: Alchemical, Arcane, Divine, Liquid
    Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location! If my location closes, please move me to the first unoccupied location.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ambrosia, Ruan Mirukova - Loot, Lyrune-Quash Moon Maiden
    Recharged: The First, Fuse Grenade, Clockwork Servant,
    Discard Pile: Death's Touch, Meteor Swarm,
    Buried Pile: Staff of Greater Necromancy,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Constitution +1
    Intelligence d8 ☑ +1 ☑ +2 ☐ +3
    Knowlege: INT +2
    Wisdom d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Survival: Wisdom +2
    Craft: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3

    Favored Card: {list favored card here}
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Alchemical, Arcane, Divine, and Liquid
    POWERS:
    You may use your Wisdom skill for your Arcane ([X] or Divine) check.
    When you would banish ([X] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt a Knowledge check with a difficulty of 7 ([ ])5 plus the card's adventure deck number. If you succeed, recharge it (☐ or shuffle it into your deck); if you fail, discard it.
    [X] You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait).
    [X] When a character at your location defeats a monster, you may draw an ally ([X] or a spell or an item) from your discard pile ([X] or deck, then shuffle your deck).

    "


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Out of Turn Updates: at end of Mother Myrtle's turn, will discard Venster to draw the Locksmith to hand
    Turn Order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster
    if random character, using Self as #1

    Turn - Hour: 10 - Rovagug's Destruction
    Hour Rules: On your check, you may banish a random blessing from your discards to bles

    SOT: Quinn begins his turn examining the top card of his location: Friendly Game of Sredna
    Give Card: None
    Move: Stay at Ruin
    Location Powers: When a monster is undefeated, shuffle a new monster into the location.

    Friendly Game of Sredna (Known):

    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.

    Random Roll: 1d2 ⇒ 2 Venster
    Will discard The theater to bless check and draw random ally to hand (Venster Arabasti)
    Strength Check DC 7: 1d6 + 1d6 ⇒ (5) + (4) = 9 Success;heal 1
    Quinn is healed for 1: (The Carnival). Deck shuffled.
    Will discard the Locksmith to explore

    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.

    Not first exploration
    Will reveal Serithtial and freely reveal dancing dagger
    Recharge Wyvern Poison to use Knowledge+5
    Acrobatics INT KNOW Combat Check DC 21: 1d10 + 6 + 1d12 + 4 + 5 + 1d4 ⇒ (3) + 6 + (6) + 4 + 5 + (3) = 27
    Strength Combat Check DC XX: 0d6 + 1d12 + 4 ⇒ (-) + (6) + 4 = 10
    Monster Defeated

    Will recharge Venster to examine, reload, or recharge next 3 cards of hourglass:
    Achaekek's Claws
    The Marriage
    The Trumpet..will reload them swapping Achaekek's Claws and The Marriage

    Quinn Ends his turn examining the top card of his location: Warband TRIGGER

    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.

    Untrained Skill Stealth Check DC 7+6=13: 1d4 + 0 ⇒ (2) + 0 = 2 No Success - encounter Gray Maiden Footsoldier
    Gray Maiden Footsoldier:

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

    Will reveal Serithtial and dancing dagger
    Recharge Cerulean Mastermind to use Knowledge+3
    Acrobatics INT KNOW Combat Check DC 10+12=22: 1d10 + 6 + 1d12 + 4 + 1d4 + 3 ⇒ (6) + 6 + (2) + 4 + (1) + 3 = 22
    Monster Defeated so barrier defeated; heal 1
    Quinn is healed for 1: (Fate-reader Lenses). Deck shuffled

    Reminder of Scenario changes:

    During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.
    Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades
    SCENARIO 6D: Legacy of Blood

  • When you advance the hour, if it is Proxy B, summon and encounter the non-closing henchman Taniniver, then banish the proxy.
  • Before you attempt to guard your location, advance the hour.
  • Quinn attempts to recover all cards in their Recovery pile.

    Quinn resets their hand.

    "

    Quinn wrote:

    Hand: w1Dancing Dagger, w1Serithtial, Elixir of Focus, Shocking Sawtooth Saber, Leech, Venster Arabasti, Thieves' Tools, Wyvern Poison,

    Displayed: Moon Maiden Armor,
    Deck: 11 Discard: 4 Buried: 0
    Hero Points: 5
    Reroll last used: 6C/ HP last used: 4D/ draw used 4B
    NOTES:
    Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
    Would rather avenge against a barrier than bury thieve's tools if possible
    Fate-reader Lenses or Third Eye adds d10 to anyones Perception (can't use both)
    Mastermind can add knowledge skill to any local N/C check in a pinch
    Other: Feel free to pass non important items to Quinn for his barrier power

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Peacock, The Marriage, Zellara's Harrow Deck, Third Eye, w3Blackjack's Rapier, Fate-reader Lenses, Dust of Revealing, Cerulean Mastermind, Dream Spider, The Carnival, Gem of Mental Acuity
    Recharged:
    Discard Pile: Fortune-teller, The Demon's Lantern, The Theater, The Locksmith,
    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
    Proficiencies:
    None
    POWERS:
    When you attempt a 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. (□ If
    you are the only local character, you may add another 1d6.) (FAQ Entry)
    On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
    At the end (☑ or start) of your turn, you may
    examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
    you examine it.)
    ☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
    ☑ 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).

    "

    [u]Summary[/u]
    Current Location: Ruin
    Acquired: The Locksmith
    Banished: Baykok and Warband
    Examined: None
    Random Card(s) Used: monster 4
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None


    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.

    Adventure Path & Setup Rules:

    -Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
    -When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #."
    -At the start of each scenario, after drawing your starting hand, add your harrow to it.

    PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANES || SCOURGES || LOOT

    During This Scenario: SCENARIO 6D: Legacy of Blood

  • When you advance the hour, if it is Proxy B, summon and encounter the non-closing henchman Taniniver, then banish the proxy.
  • Before you attempt to guard your location, advance the hour.

    Additional Rules: THREAT LIST:
    Danger: Boggard Champion
    Villain: Ileosa Ascendant
    Closing Henchmen: Beirawash, Ileosa's Furies - Proxy A

    Scenario Level (#): 6

    Turn: 11, Kess/Matsu_Kurisu

    Random Cards:

    Monsters
    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:
    Warlord Devil
    CotCT
    Monster 6
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 26
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
    If undefeated, suffer the scourge Wounded.

    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:
    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.

    Spoiler:
    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.

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

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

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

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

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

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

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

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


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

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


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

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

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

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

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

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

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

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

    Spoiler:
    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:
    Formian Myrmidon
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Formian
    To Acquire:
    Intelligence
    Knowledge 15
    OR Charisma
    Diplomacy 14
    On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
    Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.

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

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

    Spoiler:
    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.

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

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

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

    Current Hour:

    The Marriage:
    The Marriage
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, summon and encounter an ally.
    To Acquire:
    Charisma
    Craft 4+#
    On a local check, discard to bless.
    The character attempting the check may add another local character's die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.

    Hours Remaining: 21

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/morph147:
    Spoiler:
    Hourglass Card 1 Zetha/morph147
    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 2 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 2 MotherMyrtle/TColMaster
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers.
    To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.
    Hourglass Card 3 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 3 Quinn/Zalarian
    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 4 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 4 Kess/Matsu_Kurisu
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    Veteran
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Hourglass Card 5 Zetha/morph147:
    Spoiler:
    Hourglass Card 5 Zetha/morph147
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.
    Hourglass Card 6 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 6 MotherMyrtle/TColMaster
    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 7 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 7 Quinn/Zalarian
    Henchman Proxy B2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Hourglass Card 8 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 8 Kess/Matsu_Kurisu
    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.
    Hourglass Card 9 Zetha/morph147:
    Spoiler:
    Hourglass Card 9 Zetha/morph147
    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 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 10 MotherMyrtle/TColMaster
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    Veteran
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 11 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 11 Quinn/Zalarian
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 12 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 12 Kess/Matsu_Kurisu
    Henchman Proxy B3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Hourglass Card 13 Zetha/morph147:
    Spoiler:
    Hourglass Card 13 Zetha/morph147
    The Prince of Pain
    Core
    Blessing 3
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
    To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
    Hourglass Card 14 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 14 MotherMyrtle/TColMaster
    Henchman Proxy B1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Hourglass Card 15 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 15 Quinn/Zalarian
    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.
    Hourglass Card 16 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 16 Kess/Matsu_Kurisu
    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 Zetha/morph147:
    Spoiler:
    Hourglass Card 17 Zetha/morph147
    Lady Luck
    Core
    Blessing 3
    Traits:
    Deity: Desna
    Divine
    When this is the hour: When you play a blessing, you may give a card to any character.
    To Acquire:
    Wisdom
    Divine
    Perception 8
    On any check, freely discard to reroll.
    Discard to move, then explore.
    Hourglass Card 18 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 18 MotherMyrtle/TColMaster
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 19 Quinn/Zalarian:
    Spoiler:
    Hourglass Card 19 Quinn/Zalarian
    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 20 Kess/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 20 Kess/Matsu_Kurisu
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    Veteran
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    Wisdom
    Divine
    Perception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Hourglass Card 21 Zetha/morph147:
    Spoiler:
    Hourglass Card 21 Zetha/morph147
    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.

    Location #1: Blood Pool
    Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M: 2 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Zetha/morph147, None

    Blood Pool Card 1:
    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.

    Blood Pool Card 2:
    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.
    Blood Pool Card 3:
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Blood Pool Card 4:
    Fuse Grenade
    CotCT
    Item 6
    Traits:
    Alchemical
    Attack
    Bludgeoning
    Fire
    Liquid
    Ranged
    To Acquire:
    Intelligence
    Craft 14
    For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8.
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits.

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

    Blood Pool Card 5:
    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.
    Blood Pool Card 6:
    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.
    Blood Pool Card 7:
    Fury's Trident
    CotCT
    Weapon 6
    Traits:
    Fire
    Magic
    Melee
    Ranged
    Spear
    To Acquire:
    Strength
    Melee
    Ranged
    Survival 16
    For your combat check, reveal to use Strength, Melee, Ranged, or Survival + 2d8; you may remove 1d8 and the Fire trait. If proficient, you may discard a card to add another 1d8.
    On a local combat check, freely discard to add 1d8 and the Fire trait.
    You may use this power even if you have previously revealed this card on this check.

    Location #2: Ruin
    Urban
    At This Location: When a monster is undefeated, shuffle a new monster into the location.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Shuffle a new monster into another location.
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Quinn/Zalarian, None
    Ruin Card 1:
    Beirawash
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 27
    OR Arcane
    Survival 12
    After acting, suffer the scourge Poisoned.
    If undefeated, suffer the scourge Entangled.
    Ruin Card 2:
    Lyre of Storms
    CotCT
    Item 6
    Traits:
    Instrument
    Magic
    To Acquire:
    Charisma
    Divine 12
    On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity.
    At the end of any turn, discard this card to let any number of other characters move.
    Ruin Card 3:
    Shapechange
    CotCT
    Spell 6
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    At the start of your turn, choose 1. Until the start of the next turn:
    * Your Strength, Dexterity, and Constitution skills are 1d12+2.
    * Your hand size is 3.
    * Your hand size is 7.
    * Your hand size is 10.
    * At the end of the scenario, banish; if proficient, discard instead.

    Location #6: Repository
    Sacred
    Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M: 0 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Kess/Matsu_Kurisu, MotherMyrtle/TColMaster, Haughty Nobles
    Repository Card 1:
    Commander's Falchion
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Charisma
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Repository Card 2:
    Scabbard of Keen Edges
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Craft 12
    On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.
    Repository Card 3:
    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.
    Repository Card 4:
    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.
    Repository Card 5:
    Haughty Nobles
    Core
    Barrier 1
    Traits:
    Cache
    Task
    Veteran
    To Defeat:
    Charisma
    Diplomacy 6+#
    If you are at an Urban location, the difficulty to defeat is increased by 4.
    If undefeated, bury either an ally or a random boon.
    If defeated, you may summon and encounter a new boon of any type.
    Repository Card 6:
    Ileosa Ascendant
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Aristocrat
    Bard
    Devil
    Human
    To Defeat:
    Charisma
    Wisdom 12
    THEN Combat 22
    Resistant to Fire, Melee, and Ranged.
    When encountered, a character may reveal the Loot weapon Serithtial; if no character does, suffer 1d6 Force damage and this monster is evaded.
    Before acting, another local character summons and encounters the story bane Taniniver.
    The Combat difficulty to defeat is increased by 1d12.
    Repository Card 7:
    Guardian Bow
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 15
    For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
    If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Repository Card 8:
    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.

    Location #7: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Feel free to use the sheet if visiting the Base

  • Vigilant Seal

    Deck handler link

    Turn order: Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster, Quinn/Zalarian,

    Out of Turn Updates

    Blessing = #11 Kess/Matsu Kurisu: The Marriage
    When this is the hour: At the start of your turn, summon and encounter an ally.

    Start of Turn

    Kit Swap:
    Into Kit ( )
    Into Hand ( )

    At: #6: Repository

    The Marriage: Al1: Wolverine, Ally 3: Wisdom / Survival 9

    Spoiler:
    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.

    1d4 says nope

    Give: No
    Move: No
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.

    Discard Magic Spyglass, examine 3 and rearrange =
    3: Henchman Proxy A2
    1: Commander's Falchion, Weapon 6
    2: Scabbard of Keen Edges, Item 5

    Free explore = 3: Henchman Proxy A2

    Ileosa's Fury, Combat 24:
    Ileosa's Fury
    Story Bane Monster 6

    Traits:
    Outsider
    Devil

    Check:
    Combat 24

    Powers:
    Immune to Fire and Poison. Resistant to Acid and Cold.
    Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourge Frightened.
    After acting, each local character suffers 1d4 Force damage.


    Bury Cloud Puff foe Kess to ignore BYA & AYA

    Kess.Melee 1d10+3+3+1d12, Reveal Amulet of Furious Fists +2d6, Kess.Ally recharge(Pious Healer (AD6))) +1d4+6,

    Combat 24: 1d10 + 3 + 3 + 1d12 + 2d6 + 1d4 + 6 ⇒ (3) + 3 + 3 + (4) + (5, 1) + (1) + 6 = 26 Defeated.
    Kess heal: 1d1 ⇒ 1 (Magic Spyglass)

    Location #6: Repository
    When Closing: Summon and acquire a Armor(Ar1: Mantle of Life, Armor 5: Fortitude 13)

    Spoiler:
    Mantle of Life, 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.

    Fortitude 1d8+1, Discard Blessing of Ra +1d8, MM recovery Good Omen +1d6+6
    Fortitude 13: 1d8 + 1 + 1d8 + 1d6 + 6 ⇒ (1) + 1 + (4) + (6) + 6 = 18 Acquired. Checking for Villain before close
    Banish everying but 6: Ileosa Ascendant, Story Bane 6

    Kess ends her turn.

    Kess attempts to recover all cards in her Recovery pile.

    Kess resets her hand.
    Reveal Plant ( ) +0HS
    Discard
    Draw Magic Spyglass
    Blessing of Chaldira Zuzaristan
    Verdant Rager (AD2)

    Summary
    Location = #6: Repository - Only card is Banish everying but 6: Ileosa Ascendant, Story Bane 6
    Acquired = Ar1: Mantle of Life
    Banished = Al1: Wolverine, 3: Henchman Proxy A2, Banish everying but 6: Ileosa Ascendant, Story Bane 6
    Examined = 6: Ileosa Ascendant, Story Bane 6
    Displayed =

    From Box = Al1: Wolverine, Ar1: Mantle of Life

    Give =
    Used =

    Other =

    "

    Kess wrote:

    Hand: Reed Snake Armor, Amulet of Furious Fists, hw The Bear, ac Mantle of Life, Magic Spyglass, Blessing of Chaldira Zuzaristan, Verdant Rager (AD2),

    Displayed: Bearskin Armor,
    Deck: 12 Discard: 1 Buried: 1
    Current Location: #2: Chambers
    Hero Points: 1
    NOTES:
    Available Support: Distant: Blessings Available.
    Local:
    [X] When another local character would encounter a monster, you may discard a card to encounter it instead (Use if you encounter a Monster you don't like).
    Other: Other: On Close, move with Quinn

    Skills and Powers:
    SKILLS

    Strength d10 ☑ +1 ☑ +2 ☑ +3
    - Melee: Strength +3
    Dexterity d6
    - Acrobatics: Dexterity +3
    - Stealth: Dexterity +3
    Constitution d8
    - Fortitude: Constitution +1
    Intelligence d6
    Wisdom d4
    Charisma d8 ☑ +1 ☑ +2 ☑ +3
    - Diplomacy: Charisma +3

    Favored Card: Ally
    Hand Size: 5 [X]6 [X] 7
    Proficiencies:
    [i][/i]
    POWERS:
    For your combat check, you may use Melee + 1d8 ([X] or Melee +1d12 and add the Magic trait).
    On a your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card's level.
    When you discard or bury a card as damage, it counts as up to 2 ([X] 3) cards.
    When you defeat a monster, you may heal a card (☐ or an ally).
    You may add Blackjack cards to your deck list in addition to your other cards.
    After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
    At the start of your turn, you may exchange a card in your hand with a card in your kit.
    □ When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack boon instead.
    □ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (□ or 2 dice).
    [X] When another local character would encounter a monster (□ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (□ and add 1d6 to your checks against it).
    □ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
    [X] Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    Zetha's Deck Handler

    Hour is Achaekek's Claws
    Hour power is Before acting against a story bane monster, draw 1 card then discard 1 card.

    Start of turn
    Draw 3 random monsters from the box

    Emperor Scorpion, Warlord Devil, Soul Mistress

    banish bound imp to draw 2 cards: Bound Shadow Demon and The Tyrant

    First explore
    Encounter Blood Pool Card 1: Restoration
    Banish Emperor scorpion to use Stealth in place of divine. recharge pyromanic mage to add 1d6+1 to the check. +1d8 from power

    Stealth Divine 12: 1d10 + 7 + 1d6 + 1 + 1d8 ⇒ (1) + 7 + (3) + 1 + (8) = 20 success. Acquire

    Will instantly play it and banish it to draw 2 cards: Phantom Steed and Staff of Minor Healing. Will display phantom steed.

    play out Bound shadow demon to look at top card of deck. Blood Pool Card 2: The Tangled Briar. will bury bound shadow demon to encounter and add 1d12 to the check.

    Will attempt con. banish Soul Mistress to use stealth instead
    Stealth con 4+6: 1d10 + 7 + 1d12 ⇒ (2) + 7 + (2) = 11 Success. Acquire

    second explore
    Discard The tyrant to explore again. harrow has been played so draw apprentice. all checks againist story banes the first card played to bless may be played freely.

    Encounter Blood Pool Card 3: Henchman Proxy A3 - Ileosa's Fury.
    Hour lets me draw a card and discard a card. draw and discard wand of treasure finding.

    BYA attempt dex 11 or suffer frightened Dex 11: 1d10 + 4 ⇒ (10) + 4 = 14 Success

    For combat. Reveal and discard Master's Lash to use Dex+1d6+5+3d6+3 and add poison and ignore the banes immunities on this check. Play out cape of wasps to add 1d6+poison. banish landshark whelp to add 2d6 and the piercing trait. freely recharge the savored sting to bless the check.

    Combat 24: 1d10 + 4 + 1d6 + 5 + 3d6 + 3 + 1d6 + 2d6 + 1d10 ⇒ (9) + 4 + (6) + 5 + (6, 2, 2) + 3 + (1) + (1, 3) + (6) = 48 Success.

    after combat suffer Force damage : 1d4 ⇒ 4 banish Infernal warhounds to reduce to 0.

    bury warlord devil and apprentice to close location. Upon closing heal a card - Wand of flame.

    move to Ruin.

    recharge staff of minor healing to heal another card wand of wandering treasure.

    end turn
    banish Landshark Whelp.
    recover bound imp and bound shadow demon and cape of wasps. +1d8 from power. +1d4 from suit
    bound imp Arcane 8: 1d10 + 4 + 1d8 + 1d4 ⇒ (4) + 4 + (6) + (3) = 17
    bound shadow demon Arcane 14: 1d10 + 4 + 1d8 + 1d4 ⇒ (8) + 4 + (7) + (1) = 20
    cape of wasps Arcane 12: 1d10 + 4 + 1d8 + 1d4 ⇒ (10) + 4 + (8) + (4) = 26

    reset hand end turn

    "

    Zetha wrote:

    Hand: Ghost Wolf, Stalking Armor, Staff of Minor Healing (Core), Pyromaniac Mage, Blessing of Iomedae, Blessing of Pharasma, The Tangled Briar,

    Displayed: Ahtez, Phantom Steed,
    Deck: 14 Discard: 2 Buried: 2
    Current Location: Base
    Hero Points:3
    NOTES:
    Available Support: My spells are available to use if needed. please feel free to use since they will stay out until the end of my next turn at that location
    Movement: Move to whereever Kess is

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Augury, Bound Lantern Archon, Wall of Flame, Shaman, Blessing of Achaekek, Wand of Treasure Finding, Blessing of Abadar, Fire Shield, Faithful Hound, The Savored Sting, Black Spot
    Recharged: Bound Imp (Core), Bound Shadow Demon, Cape of Wasps,
    Discard Pile: Master's Lash, The Tyrant,
    Buried Pile: Warlord Devil, Apprentice,

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

    Favored Card: {list favored card here}
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    {Arcane}
    POWERS:
    After you play a spell that has the Attack trait, banish it.

    At the start of your turn, you may draw 1 random monster ([X] or 2 random monsters) ([X ]or 3 random monsters) from the box.
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X] or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier) ([ ] or to examine the top card of any location deck).
    [X] Add 1d4 ([X]1d8) to your check to acquire or recharge an ally or spell.
    [ ] When you would fail to acquire a boon, you may evade it. ([ ] If you do, you may shuffle it into another location deck)

    "

    upkeep
    acquire and then banished away = Blood Pool #1
    acquired =Blood pool #2
    banished blood pool #3
    closed blood pool
    moved to Ruin

    Notes=Banished Landshark Whelp which was a card I acquired earlier in this game.

    a lot of stuff in my hand available to boost checks


    TColMaster Mother Myrtle Alc/Arc/Support

    Out of Turn Updates: Good Omen Divine 8: 1d12 + 4 ⇒ (10) + 4 = 14

    Turn - Hour:The Trumpet
    Hour Rules: Ignore BYA
    SOT: None
    Give Card: None
    Move: Ruin
    Location Powers: When a monster is undefeated, shuffle a new monster into the location.
    Explore: Beirawash

    Survival 12: 1d12 + 6 ⇒ (10) + 6 = 16
    Defeated, Suffer Poisoned
    -Get Meteor Swarm from Discard Pile
    Close Check: Summon and Defeat Danger (Boggard Champion)
    Tangleburn Bag, Lyrune-Quah Truthspeaker, Recharge Bottle Lighting for MM Power
    Combat 23: 1d12 + 2d8 + 1d6 + 1d4 + 6 ⇒ (12) + (2, 2) + (3) + (1) + 6 = 26
    Defeated
    --Heal only card in Discard pile, remove Poisoned
    Location closed

    All move to Repository, Monster shuffled into that location

    MM ends their turn.

    MM attempts to recover all cards in their Recovery pile.
    Tangleburn Bag Craft 12: 1d12 + 6 ⇒ (9) + 6 = 15
    MM resets their hand.

    [u]Summary[/u]
    Acquired: None
    Banished: Beirawash
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None

    "

    Mother Myrtle wrote:

    Hand: The First, Meteor Swarm, Clockwork Servant, The Foreign Trader, Lyrune-Quash Truthspeaker, Dragon's Breath,

    Displayed: Magic Chain Mail,
    Deck: 14 Discard: 0 Buried: 1
    Hero Points: 1
    XP: 6
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Proficient with: Alchemical, Arcane, Divine, Liquid
    Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location! If my location closes, please move me to the first unoccupied location.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Lyrune-Quash Moon Maiden, Death's Touch, Fuse Grenade, Bottled Lightning, Ruan Mirukova - Loot, Ambrosia
    Recharged: Tangleburn Bag,
    Discard Pile:
    Buried Pile: Staff of Greater Necromancy,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Constitution +1
    Intelligence d8 ☑ +1 ☑ +2 ☐ +3
    Knowlege: INT +2
    Wisdom d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Survival: Wisdom +2
    Craft: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3

    Favored Card: {list favored card here}
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Alchemical, Arcane, Divine, and Liquid
    POWERS:
    You may use your Wisdom skill for your Arcane ([X] or Divine) check.
    When you would banish ([X] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt a Knowledge check with a difficulty of 7 ([ ])5 plus the card's adventure deck number. If you succeed, recharge it (☐ or shuffle it into your deck); if you fail, discard it.
    [X] You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait).
    [X] When a character at your location defeats a monster, you may draw an ally ([X] or a spell or an item) from your discard pile ([X] or deck, then shuffle your deck).

    "


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    Out of Turn Updates: Kess should have taken poison damage for not getting Wolverine; Will discard Venster to draw Harrow the Trumpet
    Repository Poison Damage: 1d4 - 1 ⇒ (1) - 1 = 0 No damage
    Turn Order: Quinn/Zalarian, Kess/MatsuKurisu, Zetha/morph147, Mother Myrtle/TColMaster
    if random character, using Self as #1

    Turn - Hour: 14 - Cayden Cailean's Revelry
    Hour Rules: On your check, you may discard a card to reroll 1 die showing 1 or 2.

    SOT: Quinn begins his turn examining the top card of his location: Ileosa Ascendant
    Give Card: None
    Move: Stay at Repository
    Location Powers: When you fail to acquire a boon, suffer 1d4-1 Poison damage.

    Ileosa Ascendant (Known):

    CotCT Story Bane 6
    Type: Monster
    Traits: Aristocrat Bard Devil Human
    To Defeat: Charisma Wisdom 12 THEN Combat 22
    Resistant to Fire, Melee, and Ranged. When encountered, a character may reveal the Loot weapon Serithtial; if no character does, suffer 1d6 Force damage and this monster is evaded. Before acting, another local character summons and encounters the story bane Taniniver. The Combat difficulty to defeat is increased by 1d12.

    Quinn reveals Serithial. Don't see a way to have Taniniver evaded so will have Kess Encounter both checks.

    Taniniver:

    Story Bane
    Type: Monster
    Traits: Dragon
    To Defeat: Constitution Fortitude 10 THEN Combat 24
    Resistant to Acid, Attack, Cold, Electricity, and Fire. After acting, each local character suffers the scourges Plagued and Wounded. If undefeated, suffer the scourge Drained.

    Kess will Freely discard bear to use Str,recharge Verdant Rager to add d4+2 and Quinn will banish Elixir of focus to add intelligence (1d6) and Zetha will bless with blessing of Iomedee
    Kess Fortitude Check 10: 1d10 + 1 + 1d4 + 2 + 1d6 + 1d10 ⇒ (7) + 1 + (1) + 2 + (1) + (7) = 19 Success

    Kess.Melee 1d10+3+3+1d12, Reveal Amulet of Furious Fists +2d6, Quinn reveals Dagger for 1d4, Kess discards blessing to bless
    Kess Melee Combat Check DC 24: 1d10 + 6 + 1d12 + 2d6 + 1d10 + 1d4 ⇒ (5) + 6 + (8) + (5, 4) + (6) + (2) = 36 Success;Kess heals 1; Mother Myrtle does not have any cards in discard

    Everyone is plagued and wounded (no impact on die rolls)

    MM will do first check, using Lyrune-Quah to add 1d6 and blessing with the Foreign Trader to bless and add her int along with recharge clockwork servant to add 1d4
    MM Wisdom Check DC 12: 1d12 + 1d6 + 1d8 + 1d12 + 1d4 ⇒ (1) + (5) + (2) + (6) + (3) = 17 Success; MM blessing is healed

    Random Roll: 1d12 ⇒ 8 combat check is 30
    Will reveal Serithtial and dagger
    If story bane add 2d6
    Recharge sawtooth saber to use Knowledge+6, recharge Moon Maiden armor to add 1d8; bury the trumpet to bless twice;zetha displays and discards Ghost Wolf for 1d8; Mother Myrtle freely recharges The first to bless
    Acrobatics INT KNOW Combat Check DC 30: 1d10 + 6 + 1d12 + 4 + 6 + 1d4 + 2d6 + 1d8 + 2d10 + 1d8 + 1d10 ⇒ (8) + 6 + (1) + 4 + 6 + (3) + (5, 4) + (2) + (5, 5) + (8) + (3) = 60

    Ileosa is Defeated!


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    COMPLETED SCENARIO 6D: Legacy of Blood
    Development
    The blood dragon collapses into a heap of rotten marrow as the Everdawn Pool shudders and bleeds out of existence. Queen Ileosa—the real one—crumples to the ground, snatching at her swiftly rusting crown.

    With a forward step, you kick the dragon Kazavon’s teeth aside, well out of her way.

    “I had so many plans,” she whispers, and dies in front of you.

    As the Sunken Queen rumbles and shatters into the swamp, you beat a hasty retreat out of the Mushfens. You ride back to the city bearing the joyous news that the evil queen is dead.

    Korvosa will need a new monarch, or perhaps some other form of government more representative of its people’s hardy spirit. It will need time to recover. But it will do so without fear of its corrupt ruler’s return. For today, you have avenged all that died in her plagues and under her guillotine. You saved Korvosa from the greatest threat it’s ever known.

    Reward
    A character gets the Loot item Ring of Splendid Security.

    COMPLETED ADVENTURE 6: The Crown of Fangs

    ADVENTURE REWARD:
    The party gains every unchecked supporter feat on rallied supporters!
    ==============================

    Additionally...

    COMPLETED ADVENTURE PATH: Curse of the Crimson Throne

    ADVENTURE PATH REWARD:
    When any of your characters starts a scenario using the Curse of the Crimson Throne set, you may replace 1 card from your deck with one of the following cards from the vault...
    -The weapon Scimitar (Core),
    -The spell Infernal Healing,
    -The armor Armored Coat,
    -The item Antiplague,
    -The ally Korvosan Guard,
    -The blessing Sands of the Hour
    (Only 1 character at each table may choose each card.) That card gains the Loot trait. At the end of the scenario, return the Loot card to the game box and return the card it replaced to your deck.

    (BR's Notes: The card you replace does not have to match the card type of the card you're replacing it with. Also note that this is not a one-off reward; this can apply to any character you play in any Adventure/AP featuring CotCT, like A Night at Bloodthorne Manor, Tyrant of the Harrow, Season of Rotting Ruin (Season 6) or optionally Dragon's Demand or We Be Heroes.)

    Acquired Cards (* = Plunder)
    The Locksmith (Blessing 1)
    The Tangled Briar (Blessing 1)
    The Savored Sting (Blessing 3)
    Wand of Flame (Item 2)
    Restoration (Spell 4)
    Divine Blaze (Spell 4)
    Divine Blaze (Spell 4)

    Weapon
    Spell 444
    Armor
    Item 2
    Ally
    Blessing 113

    Tier Rewards
    Each character gains 1 XP and 1 hero point (if not a replay).

    Please post rolls, decisions, etc in discussion thread


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    BONUS ADVENTURE 7: Kazavon Rises

    DURING THIS ADVENTURE:
    Build the Vault: Start with all level 0, 1, 2, 3, 4, 5, 6 and 7 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, 2, 3 and 4 non-Veteran banes and you may remove any Level 0, 1, 2, 3 and 4 non-Veteran, non-blessing boons.

    SCENARIO 7A: The Inevitable Betrayal

    A recovering Korvosa turns to you for leadership. While a new government forms, you must ascend to the Crimson Throne—most temporarily, you are assured.

    Except Neolandus Kalepopolis has given you a strange list he found when he reclaimed the seneschal’s chambers from Togomor. At the top is listed the Crown of Fangs next to the word “teeth.” Below that, there’s the Armor of Skulls by the word “skull.” Then, the Howling Horn next to “horns,” Shredskin next to “ribs,” the Staff of the Slain next to “tailbones,” the Bound Blade next to “claws,” and the Throne of Nalt next to “wings.” What could that—

    A crackle of lightning on a clear day, followed by thousands of screams, followed by explosions of wrack and ruin, followed by more screams.

    Ah yes. You knew there was a reason not to trust the Brotherhood of Bones.

    SETUP:
    When building the locations, set aside the banes in a siege pile, then shuffle in the non-closing henchman Kazavon Reborn and a number of non-closing henchman Dragons - Proxy A and Cultists - Proxy B each equal to the number of characters.

    LOCATIONS:
    The Base and a number of random Urban locations equal to the number of characters +2. (Reading Room, Academy, Adandoned Shacks, Ruin, Crypt, Office)

    THREAT LIST:
    Danger: Dragon
    Villain: None
    Closing Henchmen: None

    DURING THIS SCENARIO:

  • For the harrowing, choose any Harrow blessing in the vault as your harrow.
  • On all non-combat checks, add 1d4.
  • For your exploration at any location other than the Base, encounter the top card of the siege pile as if it were the top card of your location. If it is not defeated, shuffle it into the siege pile.
  • While using a power that examines cards, you may treat the siege pile as your location.
  • When you suffer damage that is not reduced to 0, banish the top card of your location and each unoccupied location; when a location has no cards, it closes automatically.
  • If you defeat Kazavon Reborn and the siege pile has any cards, banish 1d4 cards from it then shuffle Kazavon Reborn back into it.
  • When the last location closes, you lose.
  • To win, empty the siege pile.


  • TColMaster Mother Myrtle Alc/Arc/Support

    "

    Mother Myrtle wrote:

    Hand: Ruan Mirukova - Loot, Meteor Swarm, Lyrune-Quash Truthspeaker, Tangleburn Bag, Magic Chain Mail, Dragon's Breath,

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Hero Points: 2
    XP: 6
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Proficient with: Alchemical, Arcane, Divine, Liquid
    Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location! If my location closes, please move me to the first unoccupied location.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fuse Grenade, Clockwork Servant, Lyrune-Quash Moon Maiden, Staff of Greater Necromancy, Bottled Lightning, Ambrosia, The First, The Foreign Trader, Death's Touch
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Constitution +1
    Intelligence d8 ☑ +1 ☑ +2 ☐ +3
    Knowlege: INT +2
    Wisdom d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Survival: Wisdom +2
    Craft: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3

    Favored Card: {list favored card here}
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Alchemical, Arcane, Divine, and Liquid
    POWERS:
    You may use your Wisdom skill for your Arcane ([X] or Divine) check.
    When you would banish ([X] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt a Knowledge check with a difficulty of 7 ([ ])5 plus the card's adventure deck number. If you succeed, recharge it (☐ or shuffle it into your deck); if you fail, discard it.
    [X] You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait).
    [X] When a character at your location defeats a monster, you may draw an ally ([X] or a spell or an item) from your discard pile ([X] or deck, then shuffle your deck).

    "


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    During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to ALL non-combat checks.

    Adventure Path & Setup Rules:

    -Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault.
    -When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #."
    -At the start of each scenario, after drawing your starting hand, add your harrow to it.

    PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANES || SCOURGES || LOOT

    During This Scenario: SCENARIO 7A: The Inevitable Betrayal

  • For the harrowing, choose any Harrow blessing in the vault as your harrow.
  • On all non-combat checks, add 1d4.
  • For your exploration at any location other than the Base, encounter the top card of the siege pile as if it were the top card of your location. If it is not defeated, shuffle it into the siege pile.
  • While using a power that examines cards, you may treat the siege pile as your location.
  • When you suffer damage that is not reduced to 0, banish the top card of your location and each unoccupied location; when a location has no cards, it closes automatically.
  • If you defeat Kazavon Reborn and the siege pile has any cards, banish 1d4 cards from it then shuffle Kazavon Reborn back into it.
  • When the last location closes, you lose.
  • To win, empty the siege pile.

    Additional Rules: THREAT LIST:
    Danger: Dragon
    Villain: None
    Closing Henchmen: None
    Non-Closing Henchmen: Proxy A - Dragon / Proxy B - Cultist

    Dragon:

    Story Bane
    Type: Monster
    Traits: Dragon Veteran
    To Defeat: Combat 16+## OR Diplomacy 12+#
    Roll 1d4. This monster gains the trait, is immune to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage and the scourge Wounded.

    Cultist:

    Story Bane
    Type: Monster
    Traits: Cultist Human Veteran
    To Defeat: Combat 10+## OR Diplomacy 8+#
    If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.

    Kazavon Reborn:

    CotCT
    Story Bane 7
    Type: Monster
    Traits:
    Dragon
    Fighter
    To Defeat:
    Combat 30
    THEN Combat 30
    Immune to Electricity.
    Resistant to Attack.
    Vulnerable to Slashing. All damage is Electricity.
    Before acting, each character must succeed at a Dexterity or Acrobatics 12 check or suffer 2d4 damage and the scourge Wounded.
    While acting, distant characters cannot play cards or use powers.

    Scenario Level (#): 7

    Turn: 0, Quinn/Zalarian

    Random Cards:

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

    Spoiler:
    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.

    Spoiler:
    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.

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

    Spoiler:
    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.


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

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

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

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

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

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

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

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


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

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


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

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


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

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

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

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


    Spoiler:
    Wand of Flame
    Core
    Item 2
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic
    Veteran
    Wand
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 11
    For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.

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

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

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

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

    Spoiler:
    Venster Arabasti
    CotCT
    Ally 6
    Traits:
    Ghost
    Undead
    To Acquire:
    Charisma
    Diplomacy 14
    OR Banish A Harrow Card 0
    Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
    If the hour is a Harrow blessing, discard to draw it.

    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:
    Formian Myrmidon
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Formian
    To Acquire:
    Intelligence
    Knowledge 15
    OR Charisma
    Diplomacy 14
    On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
    Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.

    Spoiler:
    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.

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

    Spoiler:
    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.

    Spoiler:
    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.

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

    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.

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 0

    [b]Hourglass

    Hourglass Cards/Turn Order:

    Siege Deck
    M: 12 Ba: 14 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 9

    Location #1: Reading Room
    Sacred
    Urban
    At This Location: On your check, if the hour is Harrow, add 1.
    When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
    When Permanently Closed: Heal a blessing.
    M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 0
    Located/Displayed Here: None

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

    Location #3: Abandoned Shacks
    Urban
    At This Location: Characters may not play allies.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character moves to a random other location.
    M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: Ruin
    Urban
    At This Location: When a monster is undefeated, shuffle a new monster into the location.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Shuffle a new monster into another location.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: 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: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: None

    Location #6: Office
    Urban
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #7: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #8: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None


  • TColMaster Mother Myrtle Alc/Arc/Support

    Starting Location: Crypt

    Vigilant Seal

    Deck handler link

    Kess - Start 6.5
    - CotCT- 7A: The Inevitable Betrayal

    Card Upgrade
    None

    Loot swaps
    Loot: Sklar-Quah Thundercaller: Reed Moccasin (AD3) out

    Role
    = Blackjack

    Starting location
    - #2: Academy

    Harrows
    - hw The Carnival: 1d1000 ⇒ 276
    - hw The Cyclone: 1d1000 ⇒ 120
    - hw The Empty Throne: 1d1000 ⇒ 880

    Starting Kit
    Balmberry Bush
    Snapping Flytrap (AD3)
    Pious Healer (AD6)

    "

    Kess wrote:

    Hand: Mammoth Hide Armor, Amulet of Furious Fists, Mountaineer (AD5), Baby Triceratops (AD6), lt Sklar-Quah Thundercaller (AD4), hw , Blessing of Nivi Rhombodazzle, Blessing of Achaekek,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Current Location: #2: Academy
    Hero Points: 2
    NOTES:
    Available Support: Distant: Blessings Available.
    Local:
    [X] When another local character would encounter a monster, you may discard a card to encounter it instead (Use if you encounter a Monster you don't like).
    Other: Other: On Close, move with Quinn

    Skills and Powers:
    SKILLS

    Strength d10 ☑ +1 ☑ +2 ☑ +3
    - Melee: Strength +3
    Dexterity d6
    - Acrobatics: Dexterity +3
    - Stealth: Dexterity +3
    Constitution d8
    - Fortitude: Constitution +1
    Intelligence d6
    Wisdom d4
    Charisma d8 ☑ +1 ☑ +2 ☑ +3
    - Diplomacy: Charisma +3

    Favored Card: Ally
    Hand Size: 5 [X]6 [X] 7
    Proficiencies:
    [i][/i]
    POWERS:
    For your combat check, you may use Melee + 1d8 ([X] or Melee +1d12 and add the Magic trait).
    On a your check against a monster on which you do not play a weapon or a spell, you may recharge an ally to add 1d4 plus that card's level.
    When you discard or bury a card as damage, it counts as up to 2 ([X] 3) cards.
    When you defeat a monster, you may heal a card (☐ or an ally).
    You may add Blackjack cards to your deck list in addition to your other cards.
    After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
    At the start of your turn, you may exchange a card in your hand with a card in your kit.
    □ When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack boon instead.
    □ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (□ or 2 dice).
    [X] When another local character would encounter a monster (□ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (□ and add 1d6 to your checks against it).
    □ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
    [X] Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    Zetha's Deck Handler

    HArrow:
    The uprising : 1d1000 ⇒ 622
    The Avalanche: 1d1000 ⇒ 710

    reading room

    "

    Zetha wrote:

    Hand: Master's Lash, Fire Shield, Ghost Wolf, Phantom Steed, Pyromaniac Mage, Bound Lantern Archon, Blessing of Achaekek,

    Displayed: Ahtez,
    Deck: 14 Discard: 0 Buried: 0
    Current Location: Base
    Hero Points:3
    NOTES:
    Available Support: My spells are available to use if needed. please feel free to use since they will stay out until the end of my next turn at that location
    Movement: Move to whereever Kess is

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Stalking Armor, Faithful Hound, Blessing of Iomedae, Augury, Wand of Treasure Finding, Black Spot, Staff of Minor Healing (Core), Blessing of Abadar, Shaman, Apprentice, Bound Imp (Core), Blessing of Pharasma, Bound Shadow Demon, Cape of Wasps
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: {list favored card here}
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    {Arcane}
    POWERS:
    After you play a spell that has the Attack trait, banish it.

    At the start of your turn, you may draw 1 random monster ([X] or 2 random monsters) ([X ]or 3 random monsters) from the box.
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X] or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier) ([ ] or to examine the top card of any location deck).
    [X] Add 1d4 ([X]1d8) to your check to acquire or recharge an ally or spell.
    [ ] When you would fail to acquire a boon, you may evade it. ([ ] If you do, you may shuffle it into another location deck)

    "


    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Quinn - 7A: The Inevitable Betrayal

    Starting Location Office
    Loot
    CotCT-5C will put Blackjack's Rapier into box and add Shocking Sawtooth Saber into my deck
    CotCT-4D will put Venomous Dagger into box and add Serithial into my deck
    CotCT-4: will put Glamered Armor into box and put Moon Maiden armor into my deck
    CotCT-7A will put The All-Seeing Eye into box and add The Empty Throne\ into my deck
    CotCT-6D - will put Thieve's Tools into box and add ring of Splendid Security into my deck
    Harrow chosen: The Twin
    Starting Hand - Favored Card Item
    5-6F Reward - Will draw an extra card, then recharge a card

    5-6F:
    Assign reward 5-6F from Jirelle 12789-1006
    Each player chooses 1 of her Pathfinder Society Adventure Card Guild characters.. When that character draws her starting hand, she may draw an extra card, then recharge a card.

    CotCT7A:
    When any of your characters starts a scenario using the Curse of the Crimson Throne Adventure Path, you may replace 1 blessing in your deck with a Harrow blessing that is not the current Harrow Suit from the game box. That card gains the Loot trait. At the end of the scenario, return the Loot card to the game box and return the card it replaced to your deck. Question and ruling pt 1 Question and ruling pt 2

    ADVENTURE Path REWARD:

    (from Varian 12789-1012)
    When any of your characters starts a scenario using the Curse of the Crimson Throne set, you may replace 1 card from your deck with one of the following cards from the vault...
    -The weapon Scimitar (Core),
    -The spell Infernal Healing,
    -The armor Armored Coat,
    -The item Antiplague,
    -The ally Korvosan Guard,
    -The blessing Sands of the Hour
    Dragon's Demand Adventure Path Reward:
    DRAGON'S DEMAND ADVENTURE PATH REWARD (from Quinn 12789-1013):
    When any of your characters starts a scenario using the Core Set, you may replace 1 card from your deck with one of the following cards from the vault: the weapon Dagger, the spell Soothing Word, the armor Chain Mail, the item Balmberry, the ally Guide, or the blessingCIncitation. (Only 1 character at each table may choose each card.) That card gains the Loot trait. At the end of the scenario, return the Loot card to the game box and return the card it replaced to your deck.
     

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