[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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Zetha's Deck Handler

Starting location
Den Of Iniquity

Starting hand
"

Zetha wrote:

Hand: Enchanted Fang, Eloquence, Stalking Armor, Staff of Minor Healing (Core), Sage's Journal (Core), Blessing of Pharasma, The Peacock,

Displayed: Ahtez,
Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: ask for blessing of the gods. Black Spot only for villian
Movement: Move me to the Office if my location closes then Shop
Other: I plan to stay at office and guard.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Troubadour (Core), Blessing of the Gods (3), Summon Steed, Bound Magma Spirit, Researcher, Black Spot, Blessing of the Gods (2), Crow (Core), Detect Magic (Core), Blessing of the Gods (1)
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
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) 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 (☐ or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier).

"

Vigilant Seal

Deck handler link

Kess - Start 1.3
- 1B: THE AMBASSADOR'S SECRET

Card Upgrade
= Fire Gecko in, replacing Banished Fire Gecko

Loot swaps
= Zellara's Harrow Deck in, Amulet of Mighty Fists out

Starting location
- #2: Spider Nest

Harrows
- The Demon's Lantern

Starting Hand
"

Kess wrote:

Hand: Erutaki Coat, Iron Knuckles, Desna's Star, Zellara's Harrow Deck, Blessing of the Green Faith (2), hw The Demon's Lantern,

Displayed:
Deck: 8 Discard: 3 Buried: 0
Hero Points: 0
NOTES:
Available Support: Distant: BoGreen Faith: recharges +1d any check. PRIORITY IF YOU NEED SUPPORT
Local:
Other: Other: On Close, Move to Base

Skills and Powers:
SKILLS

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

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 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).

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


Valeros - Start 1.3
- 1B: THE AMBASSADOR'S SECRET

Card Upgrade
= Covering Heavy Shield in replacing Heavy Shield

Loot swaps
= None.

Starting location
- Tavern

Harrows
- The Real Rabbit Prince

Starting Hand
(Optional) Current Location: Tavern
Leave notes here for your team - Support/Movement/Other:
Blessings are available for use.
Move me to whatever is open if my location closes.
Hi I'm Valeros! Please bot me if I need to Guard my location!

Valeros wrote:

Hand: Longsword, Chain Shirt, Elixer of Healing, Horse, Anti-plague, The Real Rabbit Prince,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Blessings are available for use.
Movement: Move me to whatever is open if my location closes.
Other: Hi I'm Valeros! Please bot me if I need to Guard my location!"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Half-Plate, Cruel Longsword, Longbow, Guide, Orison, Teamster, Covering Heavy Shield, Prayer, Throwing Axe, Benefaction
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
Melee +2 Ranged +1 Fortitiude +2 Diplomacy +2


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

During This Adventure:

  • The Harrow suit is Keys.
  • Add 1d4 to Dexterity non-combat checks.
  • When you play your harrow, you may draw a card and you may give a card to another player.

    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:

  • At the end of your turn, you may examine the top card of your location, then put that card on top of a location.
  • When you close your location, if the number of Evidences displayed is greater than or equal to the number of characters, you may summon and encounter the danger; if you defeat it, you win.

    Additional Rules: THREAT LIST:
    Danger: Devargo Barvasi
    Villain: None
    Non-Closing Henchmen: Chittersnap, Monstrous Spiders - Proxy A
    Bonus Non-Closing Henchmen: Evidence - Proxy B

    Scenario Level (#): 1

    Turn: 1, Kess/MatsuKurisu

    Random Cards:

    Monsters
    Spoiler:
    Hell Hound
    CotCT
    Monster 1
    Traits:
    Outsider
    To Defeat:
    Combat 10
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.

    Spoiler:
    Boggart
    Core
    Monster 1
    Traits:
    Fey
    To Defeat:
    Knowledge
    Perception 4
    THEN Combat 10
    If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.

    Spoiler:
    Dire Boar
    Core
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 10
    THEN Combat 11
    When you would reveal a Melee weapon on the check to defeat, recharge it instead.
    If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.

    Spoiler:
    Crocodile
    Core
    Monster 1
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 11
    Vulnerable to Cold.
    Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.

    Spoiler:
    Wolf Pack
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    OR Survival 6
    Before acting, a local character summons and encounters this monster.
    If the check to defeat has the Attack or Ranged trait, you may reroll.

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

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

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

    Weapons
    Spoiler:
    Rapier
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Piercing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 5
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.

    Spoiler:
    Deathbane Light Crossbow
    Core
    Weapon 1
    Traits:
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
    On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.

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

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

    Spoiler:
    Dagger
    Core
    Weapon 0
    Traits:
    Finesse
    Knife
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 3
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Spells
    Spoiler:
    Lightning Touch
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 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:
    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:
    Detect Evil
    Core
    Spell 0
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Spoiler:
    Infernal Healing
    CotCT
    Spell 0
    Traits:
    Arcane
    Divine
    Healing
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    Display next to a local character.
    While displayed:
    * At the end of this character's turns, they may bury a card from their discards to heal a card.
    * At the end of the scenario, banish; if proficient, bury instead.

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

    Spoiler:
    Armor of Insults
    Core
    Armor 1
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 8
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    * To avenge, you may discard a card.

    Spoiler:
    Half-plate
    Core
    Armor 0
    Traits:
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Spoiler:
    Archer's Kite Shield
    CotCT
    Armor 1
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 5
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

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

    Items
    Spoiler:
    Crowbar
    Core
    Item 0
    Traits:
    Tool
    To Acquire:
    Strength
    Melee 3
    On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.

    Spoiler:
    Bracers of Protection
    Core
    Item 0
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Arcane 5
    When you suffer Combat damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 1.

    Spoiler:
    Spyglass
    Core
    Item 0
    Traits:
    Object
    To Acquire:
    Wisdom
    Perception 6
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.

    Spoiler:
    Flame Staff
    Core
    Item 0
    Traits:
    Attack
    Fire
    Magic
    Staff
    To Acquire:
    Arcane
    Divine 4
    For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.

    Spoiler:
    Elixir of Healing
    Core
    Item 0
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.

    Allies
    Spoiler:
    Korvosan Guard
    CotCT
    Ally 0
    Traits:
    Human
    Perception
    To Acquire:
    Charisma
    Diplomacy 6
    OR Melee
    Ranged 5
    When a local character suffers damage, recharge to reduce it by 1.
    Discard to explore. This exploration, when you suffer damage, reduce it by 1.

    Spoiler:
    Frog
    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Fortitude
    Survival 4
    When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
    Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.

    Spoiler:
    Burglar
    CotCT
    Ally 0
    Traits:
    Human
    Trigger
    To Acquire:
    Dexterity
    Stealth 7
    OR Charisma
    Diplomacy 6
    When examined, encounter this card.
    When you encounter this card, if you do not acquire it, discard a random boon.
    On a local check to defeat a barrier, recharge to add 1d6.
    Discard to examine the top card of your location; if it is a boon, you may explore.

    Spoiler:
    Porcupine
    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Fortitude
    Survival 5
    On a local check against an Animal monster, recharge to add 1d8.
    Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.

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

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

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

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

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

    Spoiler:
    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.

    Hour Power: No effect.

    Current Hour:

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

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/morph147:
    Spoiler:
    Hourglass Card 1 Zetha/morph147
    The Tangled Briar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.
    Hourglass Card 2 Estra/Wafflebone:
    Spoiler:
    Hourglass Card 2 Estra/Wafflebone
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
    Hourglass Card 3 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 3 Valeros/JercDewor
    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.
    Hourglass Card 4 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 4 MotherMyrtle/TColMaster
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 5 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 5 Kess/MatsuKurisu
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 6 Zetha/morph147:
    Spoiler:
    Hourglass Card 6 Zetha/morph147
    The Inquisitor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: You may not use powers to reroll dice.
    To Acquire:
    Intelligence
    Diplomacy 4+#
    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.
    Hourglass Card 7 Estra/Wafflebone:
    Spoiler:
    Hourglass Card 7 Estra/Wafflebone
    The Twin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, the first item or ally played is played freely.
    To Acquire:
    Charisma
    Stealth 4+#
    When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
    Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
    Hourglass Card 8 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 8 Valeros/JercDewor
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Hourglass Card 9 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 9 MotherMyrtle/TColMaster
    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 10 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 10 Kess/MatsuKurisu
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 11 Zetha/morph147:
    Spoiler:
    Hourglass Card 11 Zetha/morph147
    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.
    Hourglass Card 12 Estra/Wafflebone:
    Spoiler:
    Hourglass Card 12 Estra/Wafflebone
    The Winged Serpent
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Ranged check is blessed.
    To Acquire:
    Wisdom
    Melee 4+#
    On a local check, discard to bless.
    On a distant check, recharge to bless.
    Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
    Hourglass Card 13 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 13 Valeros/JercDewor
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Hourglass Card 14 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 14 MotherMyrtle/TColMaster
    The Carnival
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: All damage is Mental damage that cannot be reduced.
    To Acquire:
    Wisdom
    Acrobatics 4+#
    On any check, discard to bless.
    After the roll, you may flip 1 non-d4 die upside-down and take the new result.
    Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
    Hourglass Card 15 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 15 Kess/MatsuKurisu
    The Juggler
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, freely discard to reroll a die.
    Discard to explore.
    Hourglass Card 16 Zetha/morph147:
    Spoiler:
    Hourglass Card 16 Zetha/morph147
    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 17 Estra/Wafflebone:
    Spoiler:
    Hourglass Card 17 Estra/Wafflebone
    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 18 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 18 Valeros/JercDewor
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Hourglass Card 19 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 19 MotherMyrtle/TColMaster
    The Eclipse
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, freely discard to bless.
    Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
    Hourglass Card 20 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 20 Kess/MatsuKurisu
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Hourglass Card 21 Zetha/morph147:
    Spoiler:
    Hourglass Card 21 Zetha/morph147
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 22 Estra/Wafflebone:
    Spoiler:
    Hourglass Card 22 Estra/Wafflebone
    The Brass Dwarf
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
    To Acquire:
    Constitution
    Fortitude 4+#
    On any Constitution check, discard to bless twice.
    Discard to explore.
    Hourglass Card 23 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 23 Valeros/JercDewor
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 24 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 24 MotherMyrtle/TColMaster
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 25 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 25 Kess/MatsuKurisu
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 26 Zetha/morph147:
    Spoiler:
    Hourglass Card 26 Zetha/morph147
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Hourglass Card 27 Estra/Wafflebone:
    Spoiler:
    Hourglass Card 27 Estra/Wafflebone
    The Owl
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Survival check is blessed.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
    Hourglass Card 28 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 28 Valeros/JercDewor
    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 29 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 29 MotherMyrtle/TColMaster
    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.

    Location #1: Den Of Iniquity
    Urban
    At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
    When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
    When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: Zetha/morph147, None

    Den Of Iniquity Card 1:
    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.
    Den Of Iniquity Card 2:
    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.
    Den Of Iniquity Card 3:
    Holy Symbol
    CotCT
    Item 0
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom
    Divine 4
    On your Divine non-combat check, reveal to add 1d4.
    Discard to heal a Divine spell.
    Den Of Iniquity Card 4:
    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.
    Den Of Iniquity Card 5:
    Teamster
    Core
    Ally 0
    Traits:
    Hireling
    Human
    To Acquire:
    Strength
    Charisma
    Diplomacy 5
    Recharge to draw a card or recharge a card.
    Discard to explore. This exploration, a local character may avenge by reloading a card.
    Den Of Iniquity Card 6:
    Bastion Boots
    CotCT
    Item 1
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Acrobatics 5
    Recharge to move. You may not use this power during an encounter.
    When you encounter an Obstacle or Trap barrier, recharge to evade it.
    Den Of Iniquity Card 7:
    Door Spike
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Wisdom
    Disable
    Perception 8
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
    Den Of Iniquity Card 8:
    Longsword
    Core
    Weapon 0
    Traits:
    Melee
    Sword
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.
    Den Of Iniquity Card 9:
    Craftsman
    CotCT
    Ally 1
    Traits:
    Dwarf
    Hireling
    To Acquire:
    Charisma
    Diplomacy 6
    OR Craft 4
    On a local check against a weapon or an armor, recharge to add 1d8.
    Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.
    Den Of Iniquity Card 10:
    Ghoul
    Core
    Monster 1
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 11+##
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.
    Den Of Iniquity Card 11:
    Magic Leather Armor
    Core
    Armor 1
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 6
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.

    Location #2: Spider Nest
    Underground
    Wild
    At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
    When Closing: Summon and defeat the story bane Monstrous Spider.
    When Permanently Closed: No effect.
    M: 5 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: Kess/MatsuKurisu, None
    Spider Nest Card 1:
    Battleaxe
    Core
    Weapon 0
    Traits:
    Axe
    Melee
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.
    Spider Nest Card 2:
    Guard Dog
    CotCT
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 9
    OR Charisma
    Survival 6
    Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
    Spider Nest Card 3:
    Sneak
    CotCT
    Monster 0
    Traits:
    Human
    Rogue
    To Defeat:
    Combat 9+##
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
    Spider Nest Card 4:
    Balmberry
    Core
    Item 0
    Traits:
    Alchemical
    Plant
    To Acquire:
    Wisdom
    Divine
    Survival 6
    On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    You may succeed at a Divine or Survival 8 check to recharge this card.
    Spider Nest Card 5:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Spider Nest Card 6:
    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.
    Spider Nest Card 7:
    Gentleman Explorer
    CotCT
    Ally 1
    Traits:
    Human
    Aristocrat
    To Acquire:
    Charisma
    Diplomacy 8
    OR Knowledge 5
    On a local check against a barrier or an ally, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.
    Spider Nest Card 8:
    Boggard
    CotCT
    Monster 1
    Traits:
    Aquatic
    Boggard
    To Defeat:
    Combat 10
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.
    Spider Nest Card 9:
    Tower Shield
    Core
    Armor 1
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 6
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, on a local combat check, freely discard to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    Spider Nest Card 10:
    Henchman Proxy A6
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Spider Nest Card 11:
    Mercenary
    Core
    Monster 1
    Traits:
    Human
    Warrior
    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.

    Location #3: Boat
    Aquatic
    Urban
    At This Location: When you move, any local characters may move with you.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: MotherMyrtle/TColMaster, None
    Boat Card 1:
    Rat Swarm
    Core
    Monster 0
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 9
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Boat Card 2:
    Ingratiating Minion
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy
    Knowledge 7
    If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
    If defeated, examine the top card of your location; you may ignore effects that trigger when examined.
    Boat Card 3:
    Accursed Priest
    Core
    Monster 1
    Traits:
    Cleric
    Undead
    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.
    Boat Card 4:
    Chittersnap
    CotCT
    Story Bane 1
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 12
    Before acting, a random local character summons and encounters a barrier.
    After acting, suffer the scourge Entangled.
    If undefeated, suffer the scourge Poisoned.
    Boat Card 5:
    Returning Throwing Axe
    Core
    Weapon 1
    Traits:
    Axe
    Magic
    Melee
    Ranged
    Slashing
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 10
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
    If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.
    Boat Card 6:
    Helpful Haversack
    CotCT
    Item 1
    Traits:
    Accessory
    Magic
    To Acquire:
    Dexterity
    Intelligence 6
    At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
    Boat Card 7:
    Luckstone
    Core
    Item 0
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Survival 6
    On your check, after the roll, recharge to add 1.
    On your check, bury to reroll.
    Boat Card 8:
    Sage
    Core
    Ally 0
    Traits:
    Arcanist
    Human
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 4
    On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
    Discard to examine the top card of your location, then shuffle the location, then you may explore.
    Boat Card 9:
    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.
    Boat Card 10:
    Acolyte
    Core
    Ally 0
    Traits:
    Cleric
    Human
    To Acquire:
    Charisma
    Diplomacy
    Divine 4
    On a local Wisdom or Divine check, recharge to add 1d4.
    Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.
    Boat Card 11:
    Cutpurse Gang
    CotCT
    Barrier 0
    Traits:
    Obstacle
    To Defeat:
    Wisdom
    Perception
    Stealth 5
    Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
    If undefeated, each local character buries a card from their discards.

    Location #4: Tavern
    Urban
    At This Location: You may recharge an ally to explore.
    When Closing: Each local character reveals an ally.
    When Permanently Closed: Each local character may heal a card.
    M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 2
    Located/Displayed Here: Valeros/JercDewor, None
    Tavern Card 1:
    Cave Lizard
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 13
    OR Perception 6
    If proficient with armors, add 1d6 to the combat check.
    Damage is increased by 1d4.
    Tavern 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.
    Tavern Card 3:
    Soothing Word
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Healing
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 6
    On your turn, banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.
    Tavern Card 4:
    Antiplague
    CotCT
    Item 0
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 5
    Display next to a local character.
    While displayed:
    * On this character's checks against Disease or Poison cards, add 1d8.
    * You may banish to remove the scourge Plagued or Poisoned from this character.
    * At the end of the scenario, banish.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Tavern Card 5:
    Harrower
    CotCT
    Ally 0
    Traits:
    Human
    Medium
    To Acquire:
    Charisma
    Diplomacy 4
    OR Knowledge 5
    Recharge to examine the top 3 cards of any character's deck and return them in any order.
    Discard to examine the top card of your location, then you may explore.
    Tavern Card 6:
    Termite Swarm
    Core
    Monster 1
    Traits:
    Swarm
    Vermin
    Trigger
    To Defeat:
    Combat 10
    OR Constitution
    Fortitude 6
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Tavern Card 7:
    Horse
    Core
    Ally 0
    Traits:
    Animal
    Mount
    To Acquire:
    Wisdom
    Charisma
    Survival 3
    Recharge to move. You may not use this power during an encounter.
    Discard to explore. This exploration, on your first check, add 1d4.
    Tavern Card 8:
    Henchman Proxy B4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Tavern Card 9:
    Snake
    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 5
    On a local combat check, recharge to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Tavern Card 10:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.
    Tavern Card 11:
    Mist Horn
    CotCT
    Item 1
    Traits:
    Instrument
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    Display next to a location. While displayed:
    * When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
    * At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.

    Location #5: Docks
    Aquatic
    Urban
    At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a card to another character.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: None
    Docks Card 1:
    Scimitar
    CotCT
    Weapon 0
    Traits:
    Finesse
    Melee
    Slashing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 7
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
    Docks Card 2:
    Magnifying Glass
    CotCT
    Item 0
    Traits:
    Tool
    To Acquire:
    Intelligence
    Disable
    Perception 4
    On your Disable or Perception non-combat check, reveal to add 1d4.
    Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.
    Docks Card 3:
    Allip
    Core
    Monster 1
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    OR Divine 8
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Dazed.
    Docks Card 4:
    Concealed Hatch
    CotCT
    Barrier 1
    Traits:
    Lock
    To Defeat:
    Strength 5
    OR Disable 3
    Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
    If undefeated, reload this barrier into its location.
    Docks Card 5:
    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.
    Docks Card 6:
    Henchman Proxy B5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Docks Card 7:
    Troubadour
    Core
    Ally 0
    Traits:
    Bard
    Human
    To Acquire:
    Charisma
    Diplomacy 4
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.
    Docks Card 8:
    Spider
    CotCT
    Ally 0
    Traits:
    Vermin
    To Acquire:
    Wisdom
    Fortitude
    Survival 4
    On your combat check, reload to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4.
    Docks Card 9:
    Henchman Proxy A7
    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.
    Docks Card 10:
    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.
    Docks Card 11:
    Heavy Shield
    Core
    Armor 0
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 4
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Location #6: River
    Aquatic
    Wild
    At This Location: On your check, you may discard a card to reroll a die.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a boon to another character at any location.
    M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Estra/Wafflebone, None
    River Card 1:
    Elixir of Love
    CotCT
    Item 0
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    On your Diplomacy check to acquire an ally, banish to add 2d10.
    On your Diplomacy check against a bane, banish to add 1d10.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 8 check to recharge this card.

    River Card 2:
    Harrowstrike
    CotCT
    Spell 1
    Traits:
    Arcane
    Attack
    Divine
    Force
    Harrow
    Magic
    To Acquire:
    Intelligence
    Arcane 7
    OR Wisdom
    Divine 8
    Display. While displayed:
    * For your combat checks, you may use Arcane or Divine + 1d6; if proficient, you may banish to add another 1d6.
    * At the end of your turn, banish.

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

    River Card 3:
    Hide Armor
    Core
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude
    Survival 3
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
    River Card 4:
    Strangler
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 10
    Cannot be evaded.
    Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
    Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.
    River Card 5:
    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.
    River Card 6:
    Tangle of Debris
    CotCT
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 5
    OR Survival 7
    If undefeated, roll 1d4 twice and suffer the corresponding scourges:
    1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
    River Card 7:
    Henchman Proxy B6
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    River Card 8:
    Thieves' Tools
    Core
    Item 0
    Traits:
    Tool
    To Acquire:
    Dexterity
    Disable 4
    On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
    River Card 9:
    Yeth Hound
    Core
    Monster 1
    Traits:
    Animal
    Outsider
    To Defeat:
    Combat 10
    Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
    If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
    River Card 10:
    Skeletal Owlbeast
    CotCT
    Monster 1
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 14
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.

    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 ?: 2
    Located/Displayed Here: None
    Base Card 1:
    Cressida Kroft
    CotCT
    Supporter 0
    Traits:
    Human
    Soldier
    Display. While displayed:
    * You may bury to draw a new weapon or armor.
    * ? You may bury to draw a new Attack spell or Healing spell.
    It breaks my heart to see Korvosa tear itself apart.
    Heroes of your caliber are exactly what we need now.
    Base Card 2:
    Amin Jalento
    CotCT
    Supporter 1
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * On any check to acquire, you may bury to add 1d6.
    * ? You may bury to draw 2 new items, then banish 1 of them.

  • Vigilant Seal

    Deck handler link

    Out of Turn Updates

    Turn order: Kess/MatsuKurisu, Zetha/morph147, Estra/Wafflebone, Valeros/JercDe'wor, Mother Myrtle/TColMaster,

    Blessing = #1 Kess/Matsu Kurisu: Sands of the Hour
    When this is the hour: No effect.

    Start of Turn

    At: #2: Spider Nest
    Give: No
    Move: No
    At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.

    Banish Zellara's Harrow Deck to examine top 3
    3: Sneak, Monster 0
    2: Guard Dog, Monster 0
    1: Battleaxe, Weapon 0

    Free explore = 3: Sneak, Monster 0: Combat 11(9+1+1)

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

    BYA Wisdom 8(7+1): 1d4 ⇒ 3 - Failed. Discard Desna's Star

    Kess.Melee 1d10+3+1d12, Reveal Iron Knuckles
    combat 11: 1d10 + 3 + 1d12 + 1d4 ⇒ (9) + 3 + (4) + (4) = 20

    Discard hw The Demon's Lantern
    {Playing Harrow card, draw (Hide Armor) and give Hide Armor to MotherMyrtle/TColMaster}
    explore = 2: Guard Dog, Monster 0: Combat 9

    Spoiler:
    Traits:
    Animal
    To Defeat:
    Combat 9
    OR Charisma
    Survival 6
    Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.

    BYA encounter M1: Hell Hound, Monster 1: Combat 10
    Spoiler:
    Traits:
    Outsider
    To Defeat:
    Combat 10
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.

    BYA 1 Fire damage (Erutaki Coat)

    Kess.Melee 1d10+3+1d12, Reveal Iron Knuckles +1d4
    combat 11: 1d10 + 3 + 1d12 + 1d4 ⇒ (3) + 3 + (7) + (1) = 14 - Banished
    Kess.Defeated a Monster, healed card: 1d2 ⇒ 2 (Erutaki Coat)
    2: Guard Dog banished

    Kess ends her turn.
    Examine the top card of your location (1: Battleaxe), then put that card on top of a location (#2: Spider Nest).

    Kess attempts to recover all cards in her Recovery pile.

    Kess resets her hand.
    Draw up Porcupine (Core), Blessing of the Gods, Crowbar

    Summary
    Location = #2: Spider Nest
    Acquired =
    Banished = 2: Guard Dog, 3: Sneak
    Examined = 1: Battleaxe,

    Examined =

    From Box = M1: Hell Hound
    Displayed =
    Give = Hide Armor to MotherMyrtle/TColMaster

    Used =

    Other =

    "

    Kess wrote:

    Hand: Iron Knuckles, Blessing of the Green Faith (2), Porcupine (Core), Blessing of the Gods, Crowbar,

    Displayed:
    Deck: 7 Discard: 2 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Distant: BoGreen Faith: recharges +1d any check. PRIORITY IF YOU NEED SUPPORT
    BoGods available
    Local:
    Other: Other: On Close, Move to Base

    Skills and Powers:
    SKILLS

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

    Favored Card: Ally
    Hand Size: 5 ☐ 6 ☐ 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).

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    Korundo Deck Handler

    Hour is The Tangled Briar
    Hour power is When you close your location, instead of banishing its cards, shuffle them into a random other location.

    Start of turn
    Zetha adds two random monsters to hand.
    Random Monster #2: Boggart
    Random Monster #3: Dire Boar

    First explore
    Encounter Den Of Iniquity Card 1: Henchman Proxy B1, which is the evidence. Instead of a Wisdom check, will banish Dire Boar to do a stealth check in its place. Reveal Sage's Journal to add 1d4 to check against a story bane, Revealing Stalking Armor to add 2 to any dexterity check, add 1d4 to a dexterity check from scenario, Discard Blessing of Pharasma to add a die to the check.
    Stealth 10+1: 1d10 + 3 + 1d4 + 2 + 1d4 + 1d10 ⇒ (2) + 3 + (3) + 2 + (2) + (3) = 15 Success. Display evidence next to the scenario

    Recharge Staff of minor healing to heal Blessing of Pharasma.

    End of turn
    Zetha examines the top card of the location to find Den of Iniquity #2: Flanking Attack - put back on top of Den of Iniquity.

    Reset hand. end turn

    "

    Zetha wrote:

    Hand: Enchanted Fang, Eloquence, Stalking Armor, Sage's Journal (Core), The Peacock, Boggart,

    Displayed: Ahtez,
    Deck: 12 Discard: 0 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: ask for blessing of the gods. Black Spot only for villian
    Movement: Move me to the Office if my location closes then Shop
    Other: I plan to stay at office and guard.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bound Magma Spirit, Blessing of the Gods (2), Blessing of the Gods (3), Summon Steed, Blessing of Pharasma, Crow (Core), Detect Magic (Core), Blessing of the Gods (1), Black Spot, Staff of Minor Healing (Core), Researcher, Troubadour (Core)
    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
    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) 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 (☐ or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier).

    "

    Upkeep
    Current location
    Acquired
    Banished= Random Monster #3: Dire Boar
    examined= Den of Iniquity #2: Flanking Attack - put back on top of Den of Iniquity.

    used from box= Random Monster #2: Boggart, Random Monster #3: Dire Boar
    Other=


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

    During This Adventure:

  • The Harrow suit is Keys.
  • Add 1d4 to Dexterity non-combat checks.
  • When you play your harrow, you may draw a card and you may give a card to another player.

    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:

  • At the end of your turn, you may examine the top card of your location, then put that card on top of a location.
  • When you close your location, if the number of Evidences displayed is greater than or equal to the number of characters, you may summon and encounter the danger; if you defeat it, you win.

    Additional Rules: Evidences Displayed: 1

    THREAT LIST:
    Danger: Devargo Barvasi
    Villain: None
    Non-Closing Henchmen: Chittersnap, Monstrous Spiders - Proxy A
    Bonus Non-Closing Henchmen: Evidence - Proxy B

    Scenario Level (#): 1

    Turn: 3, Estra/Wafflebone

    Random Cards:

    Monsters
    Spoiler:
    Hell Hound
    CotCT
    Monster 1
    Traits:
    Outsider
    To Defeat:
    Combat 10
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.

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

    Spoiler:
    Guard Dog
    CotCT
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 9
    OR Charisma
    Survival 6
    Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.

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

    Spoiler:
    Reefclaw
    CotCT
    Monster 1
    Traits:
    Aberration
    Aquatic
    To Defeat:
    Combat 11
    If this monster would be defeated, reroll.

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

    Spoiler:
    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:
    Drowning Mud
    Core
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Strength
    Survival 6
    OR Constitution
    Fortitude 8
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.

    Spoiler:
    Dissident Guard
    CotCT
    Barrier 1
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 6
    If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
    If defeated, draw a new ally.

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

    Weapons
    Spoiler:
    Light Crossbow
    Core
    Weapon 0
    Traits:
    Bow
    Ranged
    To Acquire:
    Dexterity
    Ranged 4
    For your combat check, reveal to use Dexterity or Ranged + 1d8.
    On a distant combat check, freely discard to add 1d8.

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

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

    Spoiler:
    Kukri
    CotCT
    Weapon 0
    Traits:
    Finesse
    Knife
    Melee
    Slashing
    To Acquire:
    Strength
    Acrobatics
    Melee 4
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally recharge to add another 1d4.

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

    Spells
    Spoiler:
    Revitalize
    Core
    Spell 0
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Banish to heal each local character a card.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Spoiler:
    Lightning Touch
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

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

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


    Spoiler:
    Divine Insight
    Core
    Spell 0
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 6
    On any check to defeat a barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Spoiler:
    Acid Arrow
    Core
    Spell 0
    Traits:
    Acid
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    For your combat check, banish to use Arcane + 2d4.
    On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

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

    Spoiler:
    Quilted Cloth Armor
    CotCT
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 3
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 1.
    * When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Chain Shirt
    Core
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 4
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Chain Mail
    Core
    Armor 0
    Traits:
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 5
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

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

    Items
    Spoiler:
    Noxious Bomb
    Core
    Item 0
    Traits:
    Alchemical
    Attack
    Liquid
    Poison
    To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Spoiler:
    War Drum
    CotCT
    Item 0
    Traits:
    Instrument
    To Acquire:
    Constitution
    Charisma 4
    On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
    When you defeat a monster, recharge to heal a weapon.

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

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

    Spoiler:
    Sacred Candle
    Core
    Item 1
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Divine 10
    Bury to draw the hour. You may not play this during an encounter.

    Allies
    Spoiler:
    Merchant
    CotCT
    Ally 0
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 7
    Discard to give a card to another character.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.

    Spoiler:
    Cat
    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Arcane
    Survival 5
    On a local check against a spell, recharge to add 1d4.
    Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.

    Spoiler:
    Priest of Abadar
    CotCT
    Ally 1
    Traits:
    Cleric
    Halfling
    To Acquire:
    Charisma
    Diplomacy 6
    OR Bury A Boon 0
    On a local check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks against barriers, add 1d4.

    Spoiler:
    Korvosan Guard
    CotCT
    Ally 0
    Traits:
    Human
    Perception
    To Acquire:
    Charisma
    Diplomacy 6
    OR Melee
    Ranged 5
    When a local character suffers damage, recharge to reduce it by 1.
    Discard to explore. This exploration, when you suffer damage, reduce it by 1.

    Spoiler:
    Mouse
    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Stealth
    Survival 4
    On a local Dexterity or Stealth check, recharge to add 1d4.
    Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.

    Blessings
    Spoiler:
    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.

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 27

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 1 Valeros/JercDewor
    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.
    Hourglass Card 2 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 2 MotherMyrtle/TColMaster
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 3 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 3 Kess/MatsuKurisu
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 4 Zetha/morph147:
    Spoiler:
    Hourglass Card 4 Zetha/morph147
    The Inquisitor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: You may not use powers to reroll dice.
    To Acquire:
    Intelligence
    Diplomacy 4+#
    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.
    Hourglass Card 5 Estra/Wafflebone:
    Spoiler:
    Hourglass Card 5 Estra/Wafflebone
    The Twin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, the first item or ally played is played freely.
    To Acquire:
    Charisma
    Stealth 4+#
    When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
    Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
    Hourglass Card 6 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 6 Valeros/JercDewor
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Hourglass Card 7 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 7 MotherMyrtle/TColMaster
    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/MatsuKurisu:
    Spoiler:
    Hourglass Card 8 Kess/MatsuKurisu
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 9 Zetha/morph147:
    Spoiler:
    Hourglass Card 9 Zetha/morph147
    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.
    Hourglass Card 10 Estra/Wafflebone:
    Spoiler:
    Hourglass Card 10 Estra/Wafflebone
    The Winged Serpent
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Ranged check is blessed.
    To Acquire:
    Wisdom
    Melee 4+#
    On a local check, discard to bless.
    On a distant check, recharge to bless.
    Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
    Hourglass Card 11 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 11 Valeros/JercDewor
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Hourglass Card 12 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 12 MotherMyrtle/TColMaster
    The Carnival
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: All damage is Mental damage that cannot be reduced.
    To Acquire:
    Wisdom
    Acrobatics 4+#
    On any check, discard to bless.
    After the roll, you may flip 1 non-d4 die upside-down and take the new result.
    Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
    Hourglass Card 13 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 13 Kess/MatsuKurisu
    The Juggler
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, freely discard to reroll a die.
    Discard to explore.
    Hourglass Card 14 Zetha/morph147:
    Spoiler:
    Hourglass Card 14 Zetha/morph147
    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 15 Estra/Wafflebone:
    Spoiler:
    Hourglass Card 15 Estra/Wafflebone
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 16 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 16 Valeros/JercDewor
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Hourglass Card 17 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 17 MotherMyrtle/TColMaster
    The Eclipse
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, freely discard to bless.
    Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
    Hourglass Card 18 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 18 Kess/MatsuKurisu
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Hourglass Card 19 Zetha/morph147:
    Spoiler:
    Hourglass Card 19 Zetha/morph147
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 20 Estra/Wafflebone:
    Spoiler:
    Hourglass Card 20 Estra/Wafflebone
    The Brass Dwarf
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
    To Acquire:
    Constitution
    Fortitude 4+#
    On any Constitution check, discard to bless twice.
    Discard to explore.
    Hourglass Card 21 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 21 Valeros/JercDewor
    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 22 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 22 MotherMyrtle/TColMaster
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    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 23 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 23 Kess/MatsuKurisu
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 24 Zetha/morph147:
    Spoiler:
    Hourglass Card 24 Zetha/morph147
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Hourglass Card 25 Estra/Wafflebone:
    Spoiler:
    Hourglass Card 25 Estra/Wafflebone
    The Owl
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Survival check is blessed.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
    Hourglass Card 26 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 26 Valeros/JercDewor
    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 27 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 27 MotherMyrtle/TColMaster
    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.

    Location #1: Den Of Iniquity
    Urban
    At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
    When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
    When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Zetha/morph147, None

    Den Of Iniquity Card 1 (Flanking Attack):
    Flanking Attack
    CotCT
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
    Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
    Den Of Iniquity Card 2:
    Holy Symbol
    CotCT
    Item 0
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom
    Divine 4
    On your Divine non-combat check, reveal to add 1d4.
    Discard to heal a Divine spell.
    Den Of Iniquity Card 3:
    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.
    Den Of Iniquity Card 4:
    Teamster
    Core
    Ally 0
    Traits:
    Hireling
    Human
    To Acquire:
    Strength
    Charisma
    Diplomacy 5
    Recharge to draw a card or recharge a card.
    Discard to explore. This exploration, a local character may avenge by reloading a card.
    Den Of Iniquity Card 5:
    Bastion Boots
    CotCT
    Item 1
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Acrobatics 5
    Recharge to move. You may not use this power during an encounter.
    When you encounter an Obstacle or Trap barrier, recharge to evade it.
    Den Of Iniquity Card 6:
    Door Spike
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Wisdom
    Disable
    Perception 8
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
    Den Of Iniquity Card 7:
    Longsword
    Core
    Weapon 0
    Traits:
    Melee
    Sword
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.
    Den Of Iniquity Card 8:
    Craftsman
    CotCT
    Ally 1
    Traits:
    Dwarf
    Hireling
    To Acquire:
    Charisma
    Diplomacy 6
    OR Craft 4
    On a local check against a weapon or an armor, recharge to add 1d8.
    Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.
    Den Of Iniquity Card 9:
    Ghoul
    Core
    Monster 1
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 11+##
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.
    Den Of Iniquity Card 10:
    Magic Leather Armor
    Core
    Armor 1
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 6
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.

    Location #2: Spider Nest
    Underground
    Wild
    At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
    When Closing: Summon and defeat the story bane Monstrous Spider.
    When Permanently Closed: No effect.
    M: 3 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: Kess/MatsuKurisu, Evidence
    Spider Nest Card 1 (Battleaxe):
    Battleaxe
    Core
    Weapon 0
    Traits:
    Axe
    Melee
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.
    Spider Nest Card 2:
    Balmberry
    Core
    Item 0
    Traits:
    Alchemical
    Plant
    To Acquire:
    Wisdom
    Divine
    Survival 6
    On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    You may succeed at a Divine or Survival 8 check to recharge this card.
    Spider Nest Card 3:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Spider Nest Card 4:
    Henchman Proxy B2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Spider Nest Card 5:
    Gentleman Explorer
    CotCT
    Ally 1
    Traits:
    Human
    Aristocrat
    To Acquire:
    Charisma
    Diplomacy 8
    OR Knowledge 5
    On a local check against a barrier or an ally, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.
    Spider Nest Card 6:
    Boggard
    CotCT
    Monster 1
    Traits:
    Aquatic
    Boggard
    To Defeat:
    Combat 10
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.
    Spider Nest Card 7:
    Tower Shield
    Core
    Armor 1
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 6
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, on a local combat check, freely discard to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    Spider Nest Card 8:
    Henchman Proxy A6
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Spider Nest Card 9:
    Mercenary
    Core
    Monster 1
    Traits:
    Human
    Warrior
    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.

    Location #3: Boat
    Aquatic
    Urban
    At This Location: When you move, any local characters may move with you.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: MotherMyrtle/TColMaster, Evidence
    Boat Card 1:
    Rat Swarm
    Core
    Monster 0
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 9
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Boat Card 2:
    Ingratiating Minion
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy
    Knowledge 7
    If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
    If defeated, examine the top card of your location; you may ignore effects that trigger when examined.
    Boat Card 3:
    Accursed Priest
    Core
    Monster 1
    Traits:
    Cleric
    Undead
    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.
    Boat Card 4:
    Chittersnap
    CotCT
    Story Bane 1
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 12
    Before acting, a random local character summons and encounters a barrier.
    After acting, suffer the scourge Entangled.
    If undefeated, suffer the scourge Poisoned.
    Boat Card 5:
    Returning Throwing Axe
    Core
    Weapon 1
    Traits:
    Axe
    Magic
    Melee
    Ranged
    Slashing
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 10
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
    If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.
    Boat Card 6:
    Helpful Haversack
    CotCT
    Item 1
    Traits:
    Accessory
    Magic
    To Acquire:
    Dexterity
    Intelligence 6
    At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
    Boat Card 7:
    Luckstone
    Core
    Item 0
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Survival 6
    On your check, after the roll, recharge to add 1.
    On your check, bury to reroll.
    Boat Card 8:
    Sage
    Core
    Ally 0
    Traits:
    Arcanist
    Human
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 4
    On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
    Discard to examine the top card of your location, then shuffle the location, then you may explore.
    Boat Card 9:
    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.
    Boat Card 10:
    Acolyte
    Core
    Ally 0
    Traits:
    Cleric
    Human
    To Acquire:
    Charisma
    Diplomacy
    Divine 4
    On a local Wisdom or Divine check, recharge to add 1d4.
    Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.
    Boat Card 11:
    Cutpurse Gang
    CotCT
    Barrier 0
    Traits:
    Obstacle
    To Defeat:
    Wisdom
    Perception
    Stealth 5
    Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
    If undefeated, each local character buries a card from their discards.

    Location #4: Tavern
    Urban
    At This Location: You may recharge an ally to explore.
    When Closing: Each local character reveals an ally.
    When Permanently Closed: Each local character may heal a card.
    M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 2
    Located/Displayed Here: Valeros/JercDewor, Evidence
    Tavern Card 1:
    Cave Lizard
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 13
    OR Perception 6
    If proficient with armors, add 1d6 to the combat check.
    Damage is increased by 1d4.
    Tavern 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.
    Tavern Card 3:
    Soothing Word
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Healing
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 6
    On your turn, banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.
    Tavern Card 4:
    Antiplague
    CotCT
    Item 0
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 5
    Display next to a local character.
    While displayed:
    * On this character's checks against Disease or Poison cards, add 1d8.
    * You may banish to remove the scourge Plagued or Poisoned from this character.
    * At the end of the scenario, banish.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Tavern Card 5:
    Harrower
    CotCT
    Ally 0
    Traits:
    Human
    Medium
    To Acquire:
    Charisma
    Diplomacy 4
    OR Knowledge 5
    Recharge to examine the top 3 cards of any character's deck and return them in any order.
    Discard to examine the top card of your location, then you may explore.
    Tavern Card 6:
    Termite Swarm
    Core
    Monster 1
    Traits:
    Swarm
    Vermin
    Trigger
    To Defeat:
    Combat 10
    OR Constitution
    Fortitude 6
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Tavern Card 7:
    Horse
    Core
    Ally 0
    Traits:
    Animal
    Mount
    To Acquire:
    Wisdom
    Charisma
    Survival 3
    Recharge to move. You may not use this power during an encounter.
    Discard to explore. This exploration, on your first check, add 1d4.
    Tavern Card 8:
    Henchman Proxy B4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Tavern Card 9:
    Snake
    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 5
    On a local combat check, recharge to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Tavern Card 10:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.
    Tavern Card 11:
    Mist Horn
    CotCT
    Item 1
    Traits:
    Instrument
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    Display next to a location. While displayed:
    * When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
    * At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.

    Location #5: Docks
    Aquatic
    Urban
    At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a card to another character.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: Evidence
    Docks Card 1:
    Scimitar
    CotCT
    Weapon 0
    Traits:
    Finesse
    Melee
    Slashing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 7
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
    Docks Card 2:
    Magnifying Glass
    CotCT
    Item 0
    Traits:
    Tool
    To Acquire:
    Intelligence
    Disable
    Perception 4
    On your Disable or Perception non-combat check, reveal to add 1d4.
    Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.
    Docks Card 3:
    Allip
    Core
    Monster 1
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    OR Divine 8
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Dazed.
    Docks Card 4:
    Concealed Hatch
    CotCT
    Barrier 1
    Traits:
    Lock
    To Defeat:
    Strength 5
    OR Disable 3
    Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
    If undefeated, reload this barrier into its location.
    Docks Card 5:
    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.
    Docks Card 6:
    Henchman Proxy B5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Docks Card 7:
    Troubadour
    Core
    Ally 0
    Traits:
    Bard
    Human
    To Acquire:
    Charisma
    Diplomacy 4
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.
    Docks Card 8:
    Spider
    CotCT
    Ally 0
    Traits:
    Vermin
    To Acquire:
    Wisdom
    Fortitude
    Survival 4
    On your combat check, reload to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4.
    Docks Card 9:
    Henchman Proxy A7
    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.
    Docks Card 10:
    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.
    Docks Card 11:
    Heavy Shield
    Core
    Armor 0
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 4
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Location #6: River
    Aquatic
    Wild
    At This Location: On your check, you may discard a card to reroll a die.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a boon to another character at any location.
    M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Estra/Wafflebone, Evidence
    River Card 1:
    Elixir of Love
    CotCT
    Item 0
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    On your Diplomacy check to acquire an ally, banish to add 2d10.
    On your Diplomacy check against a bane, banish to add 1d10.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 8 check to recharge this card.

    River Card 2:
    Harrowstrike
    CotCT
    Spell 1
    Traits:
    Arcane
    Attack
    Divine
    Force
    Harrow
    Magic
    To Acquire:
    Intelligence
    Arcane 7
    OR Wisdom
    Divine 8
    Display. While displayed:
    * For your combat checks, you may use Arcane or Divine + 1d6; if proficient, you may banish to add another 1d6.
    * At the end of your turn, banish.

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

    River Card 3:
    Hide Armor
    Core
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude
    Survival 3
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
    River Card 4:
    Strangler
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 10
    Cannot be evaded.
    Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
    Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.
    River Card 5:
    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.
    River Card 6:
    Tangle of Debris
    CotCT
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 5
    OR Survival 7
    If undefeated, roll 1d4 twice and suffer the corresponding scourges:
    1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
    River Card 7:
    Henchman Proxy B6
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    River Card 8:
    Thieves' Tools
    Core
    Item 0
    Traits:
    Tool
    To Acquire:
    Dexterity
    Disable 4
    On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
    River Card 9:
    Yeth Hound
    Core
    Monster 1
    Traits:
    Animal
    Outsider
    To Defeat:
    Combat 10
    Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
    If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
    River Card 10:
    Skeletal Owlbeast
    CotCT
    Monster 1
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 14
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.

    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 ?: 2
    Located/Displayed Here: None
    Base Card 1:
    Cressida Kroft
    CotCT
    Supporter 0
    Traits:
    Human
    Soldier
    Display. While displayed:
    * You may bury to draw a new weapon or armor.
    * ? You may bury to draw a new Attack spell or Healing spell.
    It breaks my heart to see Korvosa tear itself apart.
    Heroes of your caliber are exactly what we need now.
    Base Card 2:
    Amin Jalento
    CotCT
    Supporter 1
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * On any check to acquire, you may bury to add 1d6.
    * ? You may bury to draw 2 new items, then banish 1 of them.

    Location #8: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 5 ?: 1
    Located/Displayed Here: None
    Cards Not In the Box Card 1:
    The Dance
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, discard to bless twice.
    Discard to explore.
    Cards Not In the Box Card 2:
    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.
    Cards Not In the Box Card 3:
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.
    Cards Not In the Box Card 4:
    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.
    Cards Not In the Box 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.
    Cards Not In the Box Card 6:
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.


  • Human | Deck Handler | Nature / Divine (2372365-1003)
    __Start of Turn__ wrote:

    Out of Turn Updates: None

    Hour: The Paladin; Hour Rules: When another character avenges your encounter, heal 1d4 cards.
    Starting Location: #6 River

    Give Player (None): None

    Move: No
    Display: None

    Location: #6 River
    - Powers: On your check, you may discard a card to reroll a die.

    Estra - Power: On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If one of the examined cards had the Undead trait, you may encounter it.
    - Recharge: Holy Light
    - Examine: Elixir of Love: Alchemical/Liquid (Intelligence/Craft 6)
    - Examine: Harrowstrike: Arcane/Attack/Divine/Force/Harrow/Magic (Intelligence/Arcane 7 OR Wisdom/Divine 8)

    Explore(Free): #6 River
    - Encounter: Elixir of Love: Alchemical/Liquid (Intelligence/Craft 6)
    Intelligence 6: 1d8 ⇒ 3 - Fail

    Discard: Acolyte
    Explore: #6 River
    - Explore: Harrowstrike: Arcane/Attack/Divine/Force/Harrow/Magic (Intelligence/Arcane 7 OR Wisdom/Divine 8)
    - Adventure Power: Add 1d4 to Dexterity non-combat checks.
    - Acolyte Power: This exploration, on your Wisdom and Divine checks, add 1d4.
    Divine 8: 1d12 + 2 + 1d4 + 1d4 ⇒ (2) + 2 + (2) + (2) = 8 - Success

    Discard: Bat
    Explore: #6 River
    - Explore: Hide Armor: Light Armor (Constitution/Fortitude/Survival 3)
    - Bat Power: This exploration, on your Ranged and Survival checks, add 1d4.
    Survival 3: 1d4 + 1d4 ⇒ (1) + (3) = 4 - Success

    End of Turn

    Examine (Scenario): #6 River
    - Examine: Strangler: Aberration (Combat 10)
    - Move (Strangler): #6 River --> #1 Den of Inquiry

    Recovery: None
    Reset: Draw 0; Discard 0; Complete

    __Estra__Summary__ wrote:

    Hand: Hide Armor, Honaire, Harrowstrike, Irori's Mastery, The Cricket,

    Displayed:
    Deck: 12 Discard: 2 Buried: 0
    Hero Points: 0

    Skills and Powers:
    Skills:
    Strength: d4 ☐ +1 ☐ +2
    Dexterity: d4 ☐ +1
    Constitution: d4 ☐ +1 ☐ +2
    Intelligence: d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom: d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    - Divine: Wisdom +2
    - Knowledge: Wisdom +2
    Charisma: d10 ☐ +1 ☐ +2 ☐ +3
    - Diplomacy: Charisma +1

    Favored Card: Loot Ally Honaire
    Hand Size: 5 ☐ 6
    - - - - - - - - - - - - - -

    Proficiency:
    - Light Armor
    - Divine
    - - - - - - - - - - - - - -

    Powers:
    - On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If one of the examined cards had the Undead trait, you may encounter it (☐ and you may ignore any power on that card that happens when encountered).
    - You may discard (☐ or recharge) a spell or a blessing to reduce damage dealt to you by 3 (■ 5).
    - Add 1d8 to your check against a card that has the Undead trait.

    - - - - - - - - - - - - - -
    Acquired: Harrowstrike; Hide Armor
    Banished: Elixir of Love
    Discarded: Acolyte; Bat
    Displayed: None
    Examined: None
    Ending Location: #6 River


    Out of Turn Updates: Display Anti-Plague and Chainshirt.
    Turn - Hour: The Fiend
    Hour Rules: When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
    SOT: None.
    Give Card: None.
    Move: None.
    Location Powers: At This Location: You may recharge an ally to explore.
    Explore: Cave Lizard, reveal Longsword, proficient in armor for additional 1d6 COMBAT 13: 1d10 + 1d8 + 1d6 + 3 ⇒ (1) + (8) + (5) + 3 = 17 Success
    Recharge Horse to explore again.
    Henchmen Proxy A, Monstrous Spider, before enounter STRENGTH 4: 1d10 + 3 ⇒ (5) + 3 = 8success
    Encounter reveal Longsword COMBAT 12: 1d10 + 1d8 + 3 ⇒ (1) + (1) + 3 = 5Fail Bury Chainshirt and suffer scourge Poison

    Character Powers: None.
    Valeros ends their turn.
    Valeros attempts to recover all cards in their Recovery pile.
    Valeros resets their hand (Recharge random card, The Real Rabbit Prince).
    Summary
    Acquired: None.
    Banished: Cave Lizard.
    Examined: None.
    Random Card(s) Used: None.
    Displayed: Chainshirt(Now burried) and Anti-Plague.
    Other Player(s) Resources Used:
    None.
    Actions needed by other Player(s): None.

    (Optional) Current Location: Tavern
    Leave notes here for your team - Support/Movement/Other:
    Blessings are available for use.
    Move me to whatever is open if my location closes.
    Hi I'm Valeros! Please bot me if I need to Guard my location!

    Valeros wrote:

    Hand: Longsword, Half-Plate, Elixer of Healing, Throwing Axe,

    Displayed: Anti-plague,
    Deck: 10 Discard: 0 Buried: 1
    "Hero Points: 0 // Valeros has the following scourges marked:
    Poisoned:
    While Marked:
    After you reset, recharge a random card.

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

    "
    "NOTES:
    Available Support: Blessings are available for use.
    Movement: Move me to whatever is open if my location closes.
    Other: Hi I'm Valeros! Please bot me if I need to Guard my location!"

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Guide, Benefaction, Orison, Cruel Longsword, Teamster, Longbow, Prayer, Covering Heavy Shield
    Recharged: Horse, The Real Rabbit Prince,
    Discard Pile:
    Buried Pile: Chain Shirt,

    Skills and Powers:
    Melee +2 Ranged +1 Fortitiude +2 Diplomacy +2


    TColMaster Mother Myrtle Alc/Arc/Support

    Out of Turn Updates: None

    Turn - Hour: Sands of the Hour
    Hour Rules: None
    SOT: None
    Give Card: None
    Move: XX -> YY
    Location Powers: When you move, any local characters may move with you.
    DISPLAY HIDE ARMOR
    Explore: Rat Swarm

    Use Immolate, Volunerable to attack
    Combat 9: 1d12 + 2d4 + 4 ⇒ (8) + (2, 2) + 4 = 16
    Banished - Beaten by 4+

    MM ends their turn.

    Examine Boat Card #2, No Trigger. Move card to Den.

    MM attempts to recover all cards in their Recovery pile.
    Immolate Wis 7: 1d12 ⇒ 11
    MM resets their hand.

    [u]Summary[/u]
    Acquired: None
    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: Elizir of Healing, Acid Flask, Sage, Snake, Blast Stone,

    Displayed: Hide ARmor,
    Deck: 12 Discard: 0 Buried: 0
    "Hero Points: 0
    XP: 1 "
    "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!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Acid Arrow, Wand of Acid Burst, Deflect, Incitation, Acadame Student, Noxious Bomb, Orison, Armored Coat, Cat
    Recharged: Immolate,
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Con+1
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Int +2
    Wisdom d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Craft: Wis +2
    Survival: Wis +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3

    Favored Card: Spells
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    You may use your Wisdom skill ([ ] +1d4) for your Arcane ([X] or Divine) check
    When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's level. If you succeed, recharge it (▢ or shuffle it into your deck); if you fail, discard it.

    Vigilant Seal

    Deck handler link

    Out of Turn Updates

    Turn order: Kess/MatsuKurisu, Zetha/morph147, Estra/Wafflebone, Valeros/JercDe'wor, Mother Myrtle/TColMaster,

    Blessing = #3 Kess/Matsu Kurisu: Iomedae's Justice
    When this is the hour: On your check against an Outsider card, add 1d4.

    Start of Turn

    At: #2: Spider Nest
    Give: No
    Move: No
    At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.

    Free explore = 1: Battleaxe, Weapon 0

    Spoiler:
    Traits:
    Axe
    Melee
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.

    Take 0, banished

    Discard Porcupine (Core), explore, if it is a monster recharge Porcupine (Core) instead
    2: Balmberry, Item 0

    Spoiler:
    Traits:
    Alchemical
    Plant
    To Acquire:
    Wisdom
    Divine
    Survival 6
    On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    You may succeed at a Divine or Survival 8 check to recharge this card.

    Take 0, banished

    Discard Blessing of the Gods(Iomedae's Justice) Explore. This exploration, on your checks against Outsider cards, add 1d4.
    3: Skeleton, Monster 0: Combat 12(10+1+1)

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

    Kess.Melee 1d10+3+1d12, Reveal Iron Knuckles
    combat 12: 1d10 + 3 + 1d12 + 1d4 ⇒ (6) + 3 + (1) + (3) = 13 - Banished
    Kess.Defeated a Monster, healed card: 1d4 ⇒ 4 (Blessing of the Gods)

    Kess ends her turn.
    Examine the top card of your location (4: Henchman Proxy B2, Evidence - TRIGGER)
    Evidence, Barrier 1, Intelligence 11(10+1)

    Spoiler:

    Story Bane Barrier 1

    Traits
    Task
    Trigger

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

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


    [/spoiler]
    Intelligence 1d6, Examined +1d8, Discard Blessing of the Green Faith (2) +1d6
    Intelligence 11: 1d6 + 1d8 + 1d6 ⇒ (2) + (6) + (3) = 11 - Defeated! Displayed

    Kess attempts to recover all cards in her Recovery pile.

    Kess resets her hand.
    Draw up Blessing of the Green Faith, Stone Weasel, Bone Spikes

    Summary
    Location = #2: Spider Nest
    Acquired =
    Banished = 1: Battleaxe, 2: Balmberry, 4: Henchman Proxy B2
    Examined =

    Examined =

    From Box =
    Displayed = Evidence displayed
    Give =

    Used =

    Other =

    "

    Kess wrote:

    Hand: Iron Knuckles, Crowbar, Blessing of the Green Faith, Stone Weasel, Bone Spikes,

    Displayed:
    Deck: 5 Discard: 4 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Distant: BoGreen Faith: recharges +1d any check. PLEASE USE IF YOU NEED SUPPORT
    Local:
    Other: Other: On Close, Move to Base

    Skills and Powers:
    SKILLS

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

    Favored Card: Ally
    Hand Size: 5 ☐ 6 ☐ 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).

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    Zetha's Deck Handler

    Hour is The Inquisitor
    Hour power: You may not use powers to reroll dice.

    Start of turn
    Zetha adds 2 random monsters from the box to hand.
    Random Monster #1: Hell Hound
    Random Monster #2: Sczarni Thief

    Move
    Seeing the River is getting low, Zetha will head over to the River.

    Free explore
    Zetha encounter River #5 Sands of the Hour.
    Arcane 4: 1d10 + 2 ⇒ (6) + 2 = 8 acquire sands of the hour

    second explore
    Discard Sands of the Hour to explore again. Encounter River #6: River Card 6: Tangle of Debris. Will attempt the dexterity 5 check. Banish Sczarni Thief to use stealth. Reveal Stalking Armor to add 2 to a stealth check.
    Stealth 5: 1d10 + 3 + 2 ⇒ (2) + 3 + 2 = 7 [ooc]Success. Banish Tangle of Debris

    Third explore
    Discard The peacock to explore again. When my harrow is discarded, draw a card.
    Encounter River Card 7: Henchman Proxy B6 which is the evidenced. Banish Hell Hound to use stealth in place of Intelligence. Reveal Sage's Journal to add 1d4. Reveal stalking armor to add 2. add 1d4 to a non-combat dex check from scenario
    Stealth 10+1: 1d10 + 3 + 1d4 + 2 + 1d4 ⇒ (3) + 3 + (1) + 2 + (3) = 12 Success. Display Evidence next to scenario

    End turn
    examine the top of the river to find River Card 8: Thieves' Tools. Move this card to the top of the Den

    Recharge Bound magma spirit to shuffle River

    reset hand.

    "

    Zetha wrote:

    Hand: Enchanted Fang, Eloquence, Stalking Armor, Sage's Journal (Core), Blessing of the Gods (2), Boggart,

    Displayed: Ahtez,
    Deck: 11 Discard: 2 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: ask for blessing of the gods.
    Movement: Move me to the Docks then boat
    Other: I plan to go where the deck is the lowest to find the last evidence, otherwise will stay at the river to go for the win.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Gods (3), Black Spot, Blessing of the Gods (1), Staff of Minor Healing (Core), Detect Magic (Core), Crow (Core), Troubadour (Core), Blessing of Pharasma, Summon Steed, Researcher
    Recharged: Bound Magma Spirit,
    Discard Pile: Sands of the Hour, The Peacock,
    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
    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) 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 (☐ or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier).

    "

    Upkeep
    Location = River
    Acquired = River #5: Sands of the Hour
    Banished = River #6: Tangle of Debris

    Examined =

    From Box = Random Monster #1: Hell Hound, Random Monster #2: Sczarni Thief
    Displayed = Evidence from River is displayed next to scenario.
    Give =

    Used =
    Moved = Move River Card 8: Thieves' Tools to the top of Den
    Other = River has been shuffled.


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

    Random Roll: 1d8 ⇒ 3 Valeros had Anti-Plague so it adds 1d8 vs poison disease cards; still not enough so Valeros is poisoned and Monstrous Spider is not defeated...He can banish antiplague to remove this scourge or keep. Otherwise, needs to recharge a random card after his reset phase

    During This Adventure:

  • The Harrow suit is Keys.
  • Add 1d4 to Dexterity non-combat checks.
  • When you play your harrow, you may draw a card and you may give a card to another player.

    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:

  • At the end of your turn, you may examine the top card of your location, then put that card on top of a location.
  • When you close your location, if the number of Evidences displayed is greater than or equal to the number of characters, you may summon and encounter the danger; if you defeat it, you win.

    Additional Rules: Evidences Displayed: 2

    THREAT LIST:
    Danger: Devargo Barvasi
    Villain: None
    Non-Closing Henchmen: Chittersnap, Monstrous Spiders - Proxy A
    Bonus Non-Closing Henchmen: Evidence - Proxy B

    Scenario Level (#): 1

    Turn: 8, Estra/Wafflebone

    Random Cards:

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

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

    Spoiler:
    Evoker
    Core
    Monster 1
    Traits:
    Halfling
    Wizard
    To Defeat:
    Combat 10+##
    OR Intelligence
    Arcane 7+#
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.

    Spoiler:
    Azer
    Core
    Monster 1
    Traits:
    Elemental
    Fire
    Outsider
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Fire. Vulnerable to Cold.
    After acting, suffer 1d4-1 Fire damage.

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

    Barriers
    Spoiler:
    Ill Tidings
    CotCT
    Barrier 1
    Traits:
    Curse
    To Defeat:
    None 0
    This encounter, blessings cannot be played.
    Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.

    Spoiler:
    Lost Local
    Core
    Barrier 0
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 5
    OR Survival 7
    If undefeated, suffer the scourge Dazed and end your turn.

    Spoiler:
    Poison Gas
    Core
    Barrier 1
    Traits:
    Poison
    Trap
    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:
    Pit Trap
    Core
    Barrier 0
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 6
    OR Wisdom
    Perception 8
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.

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

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

    Spoiler:
    Cruel Longsword
    CotCT
    Weapon 1
    Traits:
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.

    Spoiler:
    Warhammer
    Core
    Weapon 0
    Traits:
    Hammer
    Melee
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.

    Spoiler:
    Kukri
    CotCT
    Weapon 0
    Traits:
    Finesse
    Knife
    Melee
    Slashing
    To Acquire:
    Strength
    Acrobatics
    Melee 4
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally recharge to add another 1d4.

    Spoiler:
    Longbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d8.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spells
    Spoiler:
    Fiery Glare
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane 5
    OR Wisdom
    Divine 7
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    When you encounter a boon during your exploration, banish this spell to banish the boon and explore.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 7 or Divine 9 check to recharge it instead.

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

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


    Spoiler:
    Acid Arrow
    Core
    Spell 0
    Traits:
    Acid
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    For your combat check, banish to use Arcane + 2d4.
    On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

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

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

    Armors
    Spoiler:
    Chain Shirt
    Core
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 4
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.

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

    Spoiler:
    Armor of Insults
    Core
    Armor 1
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 8
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    * To avenge, you may discard a card.

    Spoiler:
    Studded Leather Armor
    CotCT
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 4
    Display. While displayed:
    * When you discard cards as Combat damage, you may reload 1 of those cards.
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.

    Spoiler:
    Spiked Breastplate
    Core
    Armor 0
    Traits:
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 6
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

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

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


    Spoiler:
    Spider Venom
    CotCT
    Item 0
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Display. While displayed:
    * On your Melee or Ranged combat check, you may bury to add 1d4 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

    Spoiler:
    Cape of Escape
    Core
    Item 1
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Stealth 8
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.

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

    Spoiler:
    Elixir of Healing
    Core
    Item 0
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.

    Allies
    Spoiler:
    Harrowed Society Student
    CotCT
    Ally 0
    Traits:
    Arcanist
    Human
    To Acquire:
    Charisma
    Diplomacy 6
    On a local Perception check or a local check to acquire a Book or Mental boon, recharge to add 1d6.
    Discard to explore.

    Spoiler:
    Korvosan Guard
    CotCT
    Ally 0
    Traits:
    Human
    Perception
    To Acquire:
    Charisma
    Diplomacy 6
    OR Melee
    Ranged 5
    When a local character suffers damage, recharge to reduce it by 1.
    Discard to explore. This exploration, when you suffer damage, reduce it by 1.

    Spoiler:
    Leech
    CotCT
    Ally 1
    Traits:
    Healing
    Vermin
    To Acquire:
    Wisdom
    Knowledge
    Survival 6
    Recharge to heal a local character 1d4-1 cards.
    Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

    Spoiler:
    Priest of Abadar
    CotCT
    Ally 1
    Traits:
    Cleric
    Halfling
    To Acquire:
    Charisma
    Diplomacy 6
    OR Bury A Boon 0
    On a local check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks against barriers, add 1d4.

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 22

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 1 Valeros/JercDewor
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Hourglass Card 2 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 2 MotherMyrtle/TColMaster
    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 3 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 3 Kess/MatsuKurisu
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 4 Zetha/morph147:
    Spoiler:
    Hourglass Card 4 Zetha/morph147
    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.
    Hourglass Card 5 Estra/Wafflebone:
    Spoiler:
    Hourglass Card 5 Estra/Wafflebone
    The Winged Serpent
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Ranged check is blessed.
    To Acquire:
    Wisdom
    Melee 4+#
    On a local check, discard to bless.
    On a distant check, recharge to bless.
    Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
    Hourglass Card 6 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 6 Valeros/JercDewor
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Hourglass Card 7 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 7 MotherMyrtle/TColMaster
    The Carnival
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: All damage is Mental damage that cannot be reduced.
    To Acquire:
    Wisdom
    Acrobatics 4+#
    On any check, discard to bless.
    After the roll, you may flip 1 non-d4 die upside-down and take the new result.
    Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
    Hourglass Card 8 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 8 Kess/MatsuKurisu
    The Juggler
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, freely discard to reroll a die.
    Discard to explore.
    Hourglass Card 9 Zetha/morph147:
    Spoiler:
    Hourglass Card 9 Zetha/morph147
    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 10 Estra/Wafflebone:
    Spoiler:
    Hourglass Card 10 Estra/Wafflebone
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 11 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 11 Valeros/JercDewor
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Hourglass Card 12 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 12 MotherMyrtle/TColMaster
    The Eclipse
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, freely discard to bless.
    Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
    Hourglass Card 13 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 13 Kess/MatsuKurisu
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Hourglass Card 14 Zetha/morph147:
    Spoiler:
    Hourglass Card 14 Zetha/morph147
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 15 Estra/Wafflebone:
    Spoiler:
    Hourglass Card 15 Estra/Wafflebone
    The Brass Dwarf
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
    To Acquire:
    Constitution
    Fortitude 4+#
    On any Constitution check, discard to bless twice.
    Discard to explore.
    Hourglass Card 16 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 16 Valeros/JercDewor
    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 17 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 17 MotherMyrtle/TColMaster
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 18 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 18 Kess/MatsuKurisu
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 19 Zetha/morph147:
    Spoiler:
    Hourglass Card 19 Zetha/morph147
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Hourglass Card 20 Estra/Wafflebone:
    Spoiler:
    Hourglass Card 20 Estra/Wafflebone
    The Owl
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Survival check is blessed.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
    Hourglass Card 21 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 21 Valeros/JercDewor
    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 22 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 22 MotherMyrtle/TColMaster
    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.

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

    Den Of Iniquity Card 1 (Thieves' Tools):
    Thieves' Tools
    Core
    Item 0
    Traits:
    Tool
    To Acquire:
    Dexterity
    Disable 4
    On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
    Den Of Iniquity Card 2 (Ingratiating Minion):
    Ingratiating Minion
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy
    Knowledge 7
    If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
    If defeated, examine the top card of your location; you may ignore effects that trigger when examined.
    Den Of Iniquity Card 3 (Strangler):
    Strangler
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 10
    Cannot be evaded.
    Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
    Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.
    Den Of Iniquity Card 4 (Flanking Attack):
    Flanking Attack
    CotCT
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
    Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
    Den Of Iniquity Card 5:
    Holy Symbol
    CotCT
    Item 0
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom
    Divine 4
    On your Divine non-combat check, reveal to add 1d4.
    Discard to heal a Divine spell.
    Den Of Iniquity Card 6:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Den Of Iniquity Card 7:
    Teamster
    Core
    Ally 0
    Traits:
    Hireling
    Human
    To Acquire:
    Strength
    Charisma
    Diplomacy 5
    Recharge to draw a card or recharge a card.
    Discard to explore. This exploration, a local character may avenge by reloading a card.
    Den Of Iniquity Card 8:
    Bastion Boots
    CotCT
    Item 1
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Acrobatics 5
    Recharge to move. You may not use this power during an encounter.
    When you encounter an Obstacle or Trap barrier, recharge to evade it.
    Den Of Iniquity Card 9:
    Door Spike
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Wisdom
    Disable
    Perception 8
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
    Den Of Iniquity Card 10:
    Longsword
    Core
    Weapon 0
    Traits:
    Melee
    Sword
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.
    Den Of Iniquity Card 11:
    Craftsman
    CotCT
    Ally 1
    Traits:
    Dwarf
    Hireling
    To Acquire:
    Charisma
    Diplomacy 6
    OR Craft 4
    On a local check against a weapon or an armor, recharge to add 1d8.
    Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.
    Den Of Iniquity Card 12:
    Ghoul
    Core
    Monster 1
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 11+##
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.
    Den Of Iniquity Card 13:
    Magic Leather Armor
    Core
    Armor 1
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 6
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.

    Location #2: Spider Nest
    Underground
    Wild
    At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
    When Closing: Summon and defeat the story bane Monstrous Spider.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Kess/MatsuKurisu, Evidence
    Spider Nest Card 1:
    Gentleman Explorer
    CotCT
    Ally 1
    Traits:
    Human
    Aristocrat
    To Acquire:
    Charisma
    Diplomacy 8
    OR Knowledge 5
    On a local check against a barrier or an ally, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.
    Spider Nest Card 2:
    Boggard
    CotCT
    Monster 1
    Traits:
    Aquatic
    Boggard
    To Defeat:
    Combat 10
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.
    Spider Nest Card 3:
    Tower Shield
    Core
    Armor 1
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 6
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, on a local combat check, freely discard to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    Spider Nest Card 4:
    Henchman Proxy A6
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Spider Nest Card 5:
    Mercenary
    Core
    Monster 1
    Traits:
    Human
    Warrior
    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.

    Location #3: Boat
    Aquatic
    Urban
    At This Location: When you move, any local characters may move with you.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: MotherMyrtle/TColMaster,
    Boat Card 1:
    Accursed Priest
    Core
    Monster 1
    Traits:
    Cleric
    Undead
    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.
    Boat Card 2:
    Chittersnap
    CotCT
    Story Bane 1
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 12
    Before acting, a random local character summons and encounters a barrier.
    After acting, suffer the scourge Entangled.
    If undefeated, suffer the scourge Poisoned.
    Boat Card 3:
    Returning Throwing Axe
    Core
    Weapon 1
    Traits:
    Axe
    Magic
    Melee
    Ranged
    Slashing
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 10
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
    If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.
    Boat Card 4:
    Helpful Haversack
    CotCT
    Item 1
    Traits:
    Accessory
    Magic
    To Acquire:
    Dexterity
    Intelligence 6
    At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
    Boat Card 5:
    Luckstone
    Core
    Item 0
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Survival 6
    On your check, after the roll, recharge to add 1.
    On your check, bury to reroll.
    Boat Card 6:
    Sage
    Core
    Ally 0
    Traits:
    Arcanist
    Human
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 4
    On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
    Discard to examine the top card of your location, then shuffle the location, then you may explore.
    Boat Card 7:
    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.
    Boat Card 8:
    Acolyte
    Core
    Ally 0
    Traits:
    Cleric
    Human
    To Acquire:
    Charisma
    Diplomacy
    Divine 4
    On a local Wisdom or Divine check, recharge to add 1d4.
    Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.
    Boat Card 9:
    Cutpurse Gang
    CotCT
    Barrier 0
    Traits:
    Obstacle
    To Defeat:
    Wisdom
    Perception
    Stealth 5
    Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
    If undefeated, each local character buries a card from their discards.

    Location #4: Tavern
    Urban
    At This Location: You may recharge an ally to explore.
    When Closing: Each local character reveals an ally.
    When Permanently Closed: Each local character may heal a card.
    M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 2
    Located/Displayed Here: Valeros/JercDewor, Evidence
    Tavern Card 1:
    Horse
    Core
    Ally 0
    Traits:
    Animal
    Mount
    To Acquire:
    Wisdom
    Charisma
    Survival 3
    Recharge to move. You may not use this power during an encounter.
    Discard to explore. This exploration, on your first check, add 1d4.
    Tavern Card 2:
    Henchman Proxy B4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Tavern Card 3:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.
    Tavern Card 4:
    Snake
    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 5
    On a local combat check, recharge to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Tavern Card 5:
    Termite Swarm
    Core
    Monster 1
    Traits:
    Swarm
    Vermin
    Trigger
    To Defeat:
    Combat 10
    OR Constitution
    Fortitude 6
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Tavern Card 6:
    Harrower
    CotCT
    Ally 0
    Traits:
    Human
    Medium
    To Acquire:
    Charisma
    Diplomacy 4
    OR Knowledge 5
    Recharge to examine the top 3 cards of any character's deck and return them in any order.
    Discard to examine the top card of your location, then you may explore.
    Tavern Card 7:
    Henchman Proxy A4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Tavern Card 8:
    Mist Horn
    CotCT
    Item 1
    Traits:
    Instrument
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    Display next to a location. While displayed:
    * When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
    * At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
    Tavern Card 9:
    Antiplague
    CotCT
    Item 0
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 5
    Display next to a local character.
    While displayed:
    * On this character's checks against Disease or Poison cards, add 1d8.
    * You may banish to remove the scourge Plagued or Poisoned from this character.
    * At the end of the scenario, banish.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Tavern Card 10:
    Soothing Word
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Healing
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 6
    On your turn, banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.

    Location #5: Docks
    Aquatic
    Urban
    At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a card to another character.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: Evidence
    Docks Card 1:
    Scimitar
    CotCT
    Weapon 0
    Traits:
    Finesse
    Melee
    Slashing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 7
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
    Docks Card 2:
    Magnifying Glass
    CotCT
    Item 0
    Traits:
    Tool
    To Acquire:
    Intelligence
    Disable
    Perception 4
    On your Disable or Perception non-combat check, reveal to add 1d4.
    Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.
    Docks Card 3:
    Allip
    Core
    Monster 1
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    OR Divine 8
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Dazed.
    Docks Card 4:
    Concealed Hatch
    CotCT
    Barrier 1
    Traits:
    Lock
    To Defeat:
    Strength 5
    OR Disable 3
    Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
    If undefeated, reload this barrier into its location.
    Docks Card 5:
    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.
    Docks Card 6:
    Henchman Proxy B5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Docks Card 7:
    Troubadour
    Core
    Ally 0
    Traits:
    Bard
    Human
    To Acquire:
    Charisma
    Diplomacy 4
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.
    Docks Card 8:
    Spider
    CotCT
    Ally 0
    Traits:
    Vermin
    To Acquire:
    Wisdom
    Fortitude
    Survival 4
    On your combat check, reload to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4.
    Docks Card 9:
    Henchman Proxy A7
    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.
    Docks Card 10:
    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.
    Docks Card 11:
    Heavy Shield
    Core
    Armor 0
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 4
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Location #6: River
    Aquatic
    Wild
    At This Location: On your check, you may discard a card to reroll a die.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a boon to another character at any location.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Zetha/morph147, Estra/Wafflebone, Evidence
    River Card 1:
    Yeth Hound
    Core
    Monster 1
    Traits:
    Animal
    Outsider
    To Defeat:
    Combat 10
    Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
    If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
    River Card 2:
    Skeletal Owlbeast
    CotCT
    Monster 1
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 14
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.

    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 ?: 2
    Located/Displayed Here: None
    Base Card 1:
    Cressida Kroft
    CotCT
    Supporter 0
    Traits:
    Human
    Soldier
    Display. While displayed:
    * You may bury to draw a new weapon or armor.
    * ? You may bury to draw a new Attack spell or Healing spell.
    It breaks my heart to see Korvosa tear itself apart.
    Heroes of your caliber are exactly what we need now.
    Base Card 2:
    Amin Jalento
    CotCT
    Supporter 1
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * On any check to acquire, you may bury to add 1d6.
    * ? You may bury to draw 2 new items, then banish 1 of them.

    Location #8: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 5 ?: 1
    Located/Displayed Here: None
    Cards Not In the Box Card 1:
    The Dance
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, discard to bless twice.
    Discard to explore.
    Cards Not In the Box Card 2:
    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.
    Cards Not In the Box Card 3:
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.
    Cards Not In the Box Card 4:
    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.
    Cards Not In the Box 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.
    Cards Not In the Box Card 6:
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.


  • Human | Deck Handler | Nature / Divine (2372365-1003)
    __Start of Turn__ wrote:

    Out of Turn Updates: None

    Hour: The Twin; Hour Rules: On your check, the first item or ally played is played freely.
    Starting Location: #6 River

    Give Player (None): None

    Move: #6 River => #3 Boat
    Display: Hide Armor

    Location: #3 Boat
    - Powers: When you move, any local characters may move with you.

    Estra - Power: On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If one of the examined cards had the Undead trait, you may encounter it.
    - Recharge: Cure
    - Examine: Accursed Priest: Cleric/Undead (Combat 11+## (13) OR Divine 8+## (10))
    - Examine: Chittersnap: Aberration (Combat 12)
    - Encounter: Accursed Priest: Cleric/Undead (Combat 11+## (13) OR Divine 8+## (10))
    - Estra - Power: Add 1d8 to your check against a card that has the Undead trait.
    - Recharge: Irori's Mastery: On any check, recharge to bless.
    Divine 8+## (10): 1d12 + 2 + 1d8 + 1d12 ⇒ (5) + 2 + (2) + (2) = 11 - Success

    End of Turn

    Examine(Scenario): #3 Boat
    - Examine: Chittersnap: Aberration (Combat 12)
    - Move (Chittersnap): #3 Boat --> #1 Den of Inquiry

    Recovery: None
    Reset: Draw 3; Discard 0; Complete

    __Estra__Summary__ wrote:

    Hand: Holy Symbol, Honaire, Benefaction, The Cricket, Sands of the Hour,

    Displayed: Hide Armor,
    Deck: 10 Discard: 2 Buried: 0
    Hero Points: 0

    Skills and Powers:
    Skills:
    Strength: d4 ☐ +1 ☐ +2
    Dexterity: d4 ☐ +1
    Constitution: d4 ☐ +1 ☐ +2
    Intelligence: d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom: d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    - Divine: Wisdom +2
    - Knowledge: Wisdom +2
    Charisma: d10 ☐ +1 ☐ +2 ☐ +3
    - Diplomacy: Charisma +1

    Favored Card: Loot Ally Honaire
    Hand Size: 5 ☐ 6
    - - - - - - - - - - - - - -

    Proficiency:
    - Light Armor
    - Divine
    - - - - - - - - - - - - - -

    Powers:
    - On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If one of the examined cards had the Undead trait, you may encounter it (☐ and you may ignore any power on that card that happens when encountered).
    - You may discard (☐ or recharge) a spell or a blessing to reduce damage dealt to you by 3 (■ 5).
    - Add 1d8 to your check against a card that has the Undead trait.

    - - - - - - - - - - - - - -
    Acquired: None
    Banished: Accursed Priest
    Discarded: None
    Displayed: Hide Armor
    Examined: Chittersnap (now located at #1 Den of Inquiry)
    Ending Location: #3 Boat


    Out of Turn Updates: Banish Anti-Plague.
    Turn - Hour: The Joke
    Hour Rules: When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    SOT: Display Half-Plate.
    Give Card: None.
    Move: None.
    Location Powers: At This Location: You may recharge an ally to explore.
    Explore: Horse CHARISMA 3: 1d6 ⇒ 2 Fail
    Examine: Henchmen Proxy B move to Den of Inquiry.
    Character Powers: At end of your turn you may recharge or reload a weapon or an armor from your discard or hand; Recharge Throwing Axe.
    Valeros ends their turn.
    Valeros attempts to recover all cards in their Recovery pile.
    Valeros resets their hand.
    Summary
    Acquired: None.
    Banished: Anti-Plague and Horse.
    Examined: Henchmen Proxy B.
    Random Card(s) Used: None.
    Displayed: Half-Plate.
    Other Player(s) Resources Used:
    None.
    Actions needed by other Player(s): None.
    (Optional) Current Location: Tavern
    Leave notes here for your team - Support/Movement/Other:
    Blessings are available for use.
    Move me to whatever is open if my location closes.
    Hi I'm Valeros! Please bot me if I need to Guard my location!

    Valeros wrote:

    Hand: Longsword, Benefaction, Elixer of Healing, Cruel Longsword, Teamster,

    Displayed: Half-Plate,
    Deck: 8 Discard: 0 Buried: 1
    Hero Points: 0
    "NOTES:
    Available Support: Blessings are available for use.
    Movement: Move me to whatever is open if my location closes.
    Other: Hi I'm Valeros! Please bot me if I need to Guard my location!"

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Longbow, Covering Heavy Shield, Orison, Guide, Prayer
    Recharged: Horse, The Real Rabbit Prince, Throwing Axe,
    Discard Pile:
    Buried Pile: Chain Shirt,

    Skills and Powers:
    Melee +2 Ranged +1 Fortitiude +2 Diplomacy +2


    TColMaster Mother Myrtle Alc/Arc/Support

    Out of Turn Updates: None

    Turn - Hour: The Wanderer
    Hour Rules: When a local character fails to acquire a boon, you may bury a card to encounter it.
    SOT: None
    Give Card: None
    Move: XX -> YY
    Location Powers: When you move, any local characters may move with you.
    Explore: Accursed Priest

    Acid Flask, recharge snake
    Combat 13: 1d12 + 2d6 + 1d4 + 2 ⇒ (8) + (3, 1) + (1) + 2 = 15
    Banished

    MM ends their turn.
    - Examine Boat #2, Chittersnap. MOVE TO DEN
    MM attempts to recover all cards in their Recovery pile.
    Craft 6: 1d12 + 2 ⇒ (2) + 2 = 4
    MM resets their hand.

    [u]Summary[/u]
    Acquired: None
    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: Elizir of Healing, Cat, Sage, Deflect, Acid Arrow, Blast Stone,

    Displayed: Hide ARmor,
    Deck: 10 Discard: 0 Buried: 1
    "Hero Points: 0
    XP: 1 "
    "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!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Acadame Student, Incitation, Noxious Bomb, Orison, Wand of Acid Burst, Armored Coat
    Recharged: Immolate, Snake,
    Discard Pile:
    Buried Pile: Acid Flask,
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Con+1
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Int +2
    Wisdom d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Craft: Wis +2
    Survival: Wis +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3

    Favored Card: Spells
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    You may use your Wisdom skill ([ ] +1d4) for your Arcane ([X] or Divine) check
    When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's level. If you succeed, recharge it (▢ or shuffle it into your deck); if you fail, discard it.

    Vigilant Seal

    Deck handler link

    Out of Turn Updates

    Turn order: Kess/MatsuKurisu, Zetha/morph147, Estra/Wafflebone, Valeros/JercDe'wor, Mother Myrtle/TColMaster,

    Blessing = #3 Kess/Matsu Kurisu: Iomedae's Justice
    When this is the hour: On your check against an Outsider card, add 1d4.

    Start of Turn

    At: #2: Spider Nest
    Give: No
    Move: #3: Boat
    At This Location: When you move, any local characters may move with you.

    Mother Myrtle banishes Elixir of Healing, Heal Kess: 1d4 + 1 ⇒ (1) + 1 = 2
    healed card 1: 1d4 ⇒ 4 - Blessing of the Green Faith (2)
    healed card 2: 1d3 ⇒ 3 - Porcupine (Core)

    Free explore = 3: Returning Throwing Axe, Weapon 1: Melee 10

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

    Melee 1d10+3, Discard Crowbar +2d10
    Melee 10: 1d10 + 3 + 2d10 ⇒ (8) + 3 + (2, 6) = 19 - Acquired

    Discard Blessing of the Green Faith explore = 4: Helpful Haversack, Item 1: Dexterity 6

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

    Dexterity 1d6, Harrow +1d4, Estra recharges The Cricket +1d6
    Dexterity 6: 1d6 + 1d4 + 1d6 ⇒ (6) + (3) + (4) = 13 - Acquired

    Kess ends her turn.
    Examine the top card of your location (#3: Boat: 5: Luckstone, Item 0 ), Move to #1: Den Of Iniquity

    Kess attempts to recover all cards in her Recovery pile.
    Crowbar: 3: 1d10 ⇒ 7 -> Crowbar recharged .

    Kess resets her hand.
    Draw up Nil

    Summary
    Location = #3: Boat
    Acquired = 3: Returning Throwing Axe, 4: Helpful Haversack
    Banished =
    Examined =

    Moved Cards = #3: Boat: 5: Luckstone, to #1: Den Of Iniquity

    From Box =
    Displayed =
    Give =

    Used = Estra recharges The Cricket[/b

    Other =
    "

    Kess wrote:

    [b]Hand: Iron Knuckles, ac Returning Throwing Axe, ac Helpful Haversack, Stone Weasel, Bone Spikes,

    Displayed:
    Deck: 8 Discard: 3 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Distant:
    Local:
    Other: Other: On Close, Move to Base

    Skills and Powers:
    SKILLS

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

    Favored Card: Ally
    Hand Size: 5 ☐ 6 ☐ 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).

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


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

    Caught up now for game. Best thing to do is rollback a few turns

  • On Estra's turn, for taking on accursed priest, Estra should bury The Cricket for the After Acting and replace with a new card in hand (Mother Myrtle is the only other character there and did not have any blessings in hand nor did Estra have any others) (in fact when MM encounted didn't process After Acting either)
  • After that is resolved, best thing to do is to redo Valeros eot examine on the evidence and then have MM and Kess redo their turns.
  • When you have time, Valeros character sheet should be updated/corrected to include all skills and power...should have been much easier to determine next check. I believe the following will correct. In C47, remove [/spoiler] tag. Optionally highlight columns c55-c59, rightclick and select delete cells \ shift up. After that field F37 can be copied to show everything one may need to refer for a character for your post.
  • Without assistance Valeros has a base chance 1d6+1d8 for DC 10+1=11 alternatively since MM is there, she could use sage to make 1d4+1d6+1d8 but if roll is blessed it blesses the d4 for the untrained knowledge skill rather than the d6 but it is more dice. At the time, it appears only other resources to help is Kess's Blessing of the Green Faith and Zetha has a Blessing of the Gods
  • Not sure why Valeros recharged random card unless missing something...the banishing of Anti-plague removed the poisoned scourge on him.
  • There appears to be an issue with MM's hand with the links to cards as they all refer to the paizo page only...E2 and below appears to be empty should be something like =if(AND(ISBLANK(F2),NOT(ISBLANK(A2))),"https://pacg.fandom.com/wiki/" & substitute(substitute(A2,"'","%27")," ","_"),F2) all the other ones below should be copied from above
  • If anyone wants sheet assistance, grant myself edit access to your sheet (PM me if you need my email address)

    During This Adventure:

  • The Harrow suit is Keys.
  • Add 1d4 to Dexterity non-combat checks.
  • When you play your harrow, you may draw a card and you may give a card to another player.

    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:

  • At the end of your turn, you may examine the top card of your location, then put that card on top of a location.
  • When you close your location, if the number of Evidences displayed is greater than or equal to the number of characters, you may summon and encounter the danger; if you defeat it, you win.

    Additional Rules: Evidences Displayed: 2

    THREAT LIST:
    Danger: Devargo Barvasi
    Villain: None
    Non-Closing Henchmen: Chittersnap, Monstrous Spiders - Proxy A
    Bonus Non-Closing Henchmen: Evidence - Proxy B

    Scenario Level (#): 1

    Turn: 9, Valeros/JercDewor

    Random Cards:

    Monsters
    Spoiler:
    Attic Whisperer
    Core
    Monster 1
    Traits:
    Mental
    Undead
    To Defeat:
    Combat 13
    Immune to Mental and Poison.
    All damage is Mental damage that may not be reduced.
    Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
    While acting, distant characters may not play cards.

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

    Spoiler:
    Guard Dog
    CotCT
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 9
    OR Charisma
    Survival 6
    Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.

    Spoiler:
    Rat Swarm
    Core
    Monster 0
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 9
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.

    Spoiler:
    Dire Boar
    Core
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 10
    THEN Combat 11
    When you would reveal a Melee weapon on the check to defeat, recharge it instead.
    If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.

    Barriers
    Spoiler:
    Locked Door
    Core
    Barrier 1
    Traits:
    Lock
    Obstacle
    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:
    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:
    Drowning Mud
    Core
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Strength
    Survival 6
    OR Constitution
    Fortitude 8
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.

    Spoiler:
    Mad Prophet
    CotCT
    Barrier 1
    Traits:
    Curse
    Task
    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:
    Acid-spraying Skull
    CotCT
    Barrier 1
    Traits:
    Acid
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Perception 4
    If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.

    Weapons
    Spoiler:
    Warhammer
    Core
    Weapon 0
    Traits:
    Hammer
    Melee
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.

    Spoiler:
    Cruel Longsword
    CotCT
    Weapon 1
    Traits:
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.

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

    Spoiler:
    Rapier
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Piercing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 5
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.

    Spoiler:
    Kukri
    CotCT
    Weapon 0
    Traits:
    Finesse
    Knife
    Melee
    Slashing
    To Acquire:
    Strength
    Acrobatics
    Melee 4
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally recharge to add another 1d4.

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

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


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

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


    Spoiler:
    Commune
    Core
    Spell 1
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Banish to draw a new blessing.
    DURING RECOVERY
    If proficient, you may bury this card.

    Spoiler:
    Fire Bolt
    Core
    Spell 1
    Traits:
    Arcane
    Magic
    Attack
    Fire
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    Spoiler:
    Candlelight
    CotCT
    Spell 0
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    Banish to examine the top 5 cards of the hourglass or its discards, then return them in any order. You may not use this power during an encounter.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.


    Armors
    Spoiler:
    Magic Spiked Breastplate
    CotCT
    Armor 1
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

    Spoiler:
    Studded Leather Armor
    CotCT
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 4
    Display. While displayed:
    * When you discard cards as Combat damage, you may reload 1 of those cards.
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.

    Spoiler:
    Chain Shirt
    Core
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 4
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.

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

    Spoiler:
    Chain Mail
    Core
    Armor 0
    Traits:
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 5
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Items
    Spoiler:
    Smoke Bomb
    CotCT
    Item 1
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 7
    When a local character encounters a monster, banish to let them evade it.
    On a local combat check, banish to add the character's Stealth.

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


    Spoiler:
    Holy Water
    CotCT
    Item 0
    Traits:
    Liquid
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 4
    When a local character encounters an Outsider or Undead bane, banish to let them evade it.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.

    DURING RECOVERY
    If proficient, you may succeed at a Divine 6 check to recharge this card.


    Spoiler:
    Blast Stone
    Core
    Item 0
    Traits:
    Alchemical
    Object
    To Acquire:
    Intelligence
    Craft 4
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.

    Spoiler:
    Compass
    Core
    Item 0
    Traits:
    Object
    To Acquire:
    Wisdom
    Survival 4
    Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
    Discard to explore.

    Spoiler:
    Spiked Gauntlet
    CotCT
    Item 0
    Traits:
    Accessory
    Piercing
    To Acquire:
    Strength
    Melee 4
    On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.

    Allies
    Spoiler:
    Bound Imp
    CotCT
    Ally 1
    Traits:
    Devil
    Outsider
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    While this card is in your hand or when you play it, treat it as either a monster or an ally.
    Recharge to draw a card.
    Banish to draw 2 cards.

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


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

    Spoiler:
    Lookout
    Core
    Ally 0
    Traits:
    Elf
    Hireling
    To Acquire:
    Charisma
    Diplomacy
    Perception 5
    On a local Perception check, recharge to add 1d4.
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may evade your encounters.

    Spoiler:
    Guide
    Core
    Ally 0
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 5
    On a local check to close or to guard, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to close your location, add 1d6.

    Spoiler:
    Bat
    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Perception
    Survival 4
    On a local Ranged or Survival check, recharge to add 1d4.
    Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.

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

    Spoiler:
    The Big Sky
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: At the start of your turn, you may remove 1 of your scourges.
    To Acquire:
    Strength
    Stealth 4+#
    On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
    Discard to explore, or to move then explore.

    Spoiler:
    The Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
    To Acquire:
    Dexterity
    Melee 4+#
    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.

    Spoiler:
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    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:
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Hour Power: On your check against a barrier, you may recharge a card to add your Intelligence die.

    Current Hour:

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

    Hours Remaining: 21

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 1 MotherMyrtle/TColMaster
    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 2 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 2 Kess/MatsuKurisu
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 3 Zetha/morph147:
    Spoiler:
    Hourglass Card 3 Zetha/morph147
    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.
    Hourglass Card 4 Estra/Wafflebone:
    Spoiler:
    Hourglass Card 4 Estra/Wafflebone
    The Winged Serpent
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Ranged check is blessed.
    To Acquire:
    Wisdom
    Melee 4+#
    On a local check, discard to bless.
    On a distant check, recharge to bless.
    Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
    Hourglass Card 5 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 5 Valeros/JercDewor
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Hourglass Card 6 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 6 MotherMyrtle/TColMaster
    The Carnival
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: All damage is Mental damage that cannot be reduced.
    To Acquire:
    Wisdom
    Acrobatics 4+#
    On any check, discard to bless.
    After the roll, you may flip 1 non-d4 die upside-down and take the new result.
    Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
    Hourglass Card 7 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 7 Kess/MatsuKurisu
    The Juggler
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, freely discard to reroll a die.
    Discard to explore.
    Hourglass Card 8 Zetha/morph147:
    Spoiler:
    Hourglass Card 8 Zetha/morph147
    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 9 Estra/Wafflebone:
    Spoiler:
    Hourglass Card 9 Estra/Wafflebone
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 10 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 10 Valeros/JercDewor
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Hourglass Card 11 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 11 MotherMyrtle/TColMaster
    The Eclipse
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, freely discard to bless.
    Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
    Hourglass Card 12 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 12 Kess/MatsuKurisu
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Hourglass Card 13 Zetha/morph147:
    Spoiler:
    Hourglass Card 13 Zetha/morph147
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 14 Estra/Wafflebone:
    Spoiler:
    Hourglass Card 14 Estra/Wafflebone
    The Brass Dwarf
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
    To Acquire:
    Constitution
    Fortitude 4+#
    On any Constitution check, discard to bless twice.
    Discard to explore.
    Hourglass Card 15 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 15 Valeros/JercDewor
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 16 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 16 MotherMyrtle/TColMaster
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    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 17 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 17 Kess/MatsuKurisu
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 18 Zetha/morph147:
    Spoiler:
    Hourglass Card 18 Zetha/morph147
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Hourglass Card 19 Estra/Wafflebone:
    Spoiler:
    Hourglass Card 19 Estra/Wafflebone
    The Owl
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Survival check is blessed.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
    Hourglass Card 20 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 20 Valeros/JercDewor
    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 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 21 MotherMyrtle/TColMaster
    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.

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

    Den Of Iniquity Card 1 (Chittersnap):
    Chittersnap
    CotCT
    Story Bane 1
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 12
    Before acting, a random local character summons and encounters a barrier.
    After acting, suffer the scourge Entangled.
    If undefeated, suffer the scourge Poisoned.
    Den Of Iniquity Card 2 (Thieves' Tools):
    Thieves' Tools
    Core
    Item 0
    Traits:
    Tool
    To Acquire:
    Dexterity
    Disable 4
    On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
    Den Of Iniquity Card 3 (Ingratiating Minion):
    Ingratiating Minion
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy
    Knowledge 7
    If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
    If defeated, examine the top card of your location; you may ignore effects that trigger when examined.
    Den Of Iniquity Card 4 (Strangler):
    Strangler
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 10
    Cannot be evaded.
    Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
    Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.
    Den Of Iniquity Card 5 (Flanking Attack):
    Flanking Attack
    CotCT
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
    Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
    Den Of Iniquity Card 6:
    Holy Symbol
    CotCT
    Item 0
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom
    Divine 4
    On your Divine non-combat check, reveal to add 1d4.
    Discard to heal a Divine spell.
    Den Of Iniquity Card 7:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Den Of Iniquity Card 8:
    Teamster
    Core
    Ally 0
    Traits:
    Hireling
    Human
    To Acquire:
    Strength
    Charisma
    Diplomacy 5
    Recharge to draw a card or recharge a card.
    Discard to explore. This exploration, a local character may avenge by reloading a card.
    Den Of Iniquity Card 9:
    Bastion Boots
    CotCT
    Item 1
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Acrobatics 5
    Recharge to move. You may not use this power during an encounter.
    When you encounter an Obstacle or Trap barrier, recharge to evade it.
    Den Of Iniquity Card 10:
    Door Spike
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Wisdom
    Disable
    Perception 8
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
    Den Of Iniquity Card 11:
    Longsword
    Core
    Weapon 0
    Traits:
    Melee
    Sword
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.
    Den Of Iniquity Card 12:
    Craftsman
    CotCT
    Ally 1
    Traits:
    Dwarf
    Hireling
    To Acquire:
    Charisma
    Diplomacy 6
    OR Craft 4
    On a local check against a weapon or an armor, recharge to add 1d8.
    Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.
    Den Of Iniquity Card 13:
    Ghoul
    Core
    Monster 1
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 11+##
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.
    Den Of Iniquity Card 14:
    Magic Leather Armor
    Core
    Armor 1
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 6
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.

    Location #2: Spider Nest
    Underground
    Wild
    At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
    When Closing: Summon and defeat the story bane Monstrous Spider.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Kess/MatsuKurisu, Evidence
    Spider Nest Card 1:
    Gentleman Explorer
    CotCT
    Ally 1
    Traits:
    Human
    Aristocrat
    To Acquire:
    Charisma
    Diplomacy 8
    OR Knowledge 5
    On a local check against a barrier or an ally, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.
    Spider Nest Card 2:
    Boggard
    CotCT
    Monster 1
    Traits:
    Aquatic
    Boggard
    To Defeat:
    Combat 10
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.
    Spider Nest Card 3:
    Tower Shield
    Core
    Armor 1
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 6
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, on a local combat check, freely discard to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    Spider Nest Card 4:
    Henchman Proxy A6
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Spider Nest Card 5:
    Mercenary
    Core
    Monster 1
    Traits:
    Human
    Warrior
    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.

    Location #3: Boat
    Aquatic
    Urban
    At This Location: When you move, any local characters may move with you.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: No effect.
    M: 0 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Estra/Wafflebone, MotherMyrtle/TColMaster,
    Boat Card 1:
    Returning Throwing Axe
    Core
    Weapon 1
    Traits:
    Axe
    Magic
    Melee
    Ranged
    Slashing
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 10
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
    If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.
    Boat Card 2:
    Helpful Haversack
    CotCT
    Item 1
    Traits:
    Accessory
    Magic
    To Acquire:
    Dexterity
    Intelligence 6
    At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
    Boat Card 3:
    Luckstone
    Core
    Item 0
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Survival 6
    On your check, after the roll, recharge to add 1.
    On your check, bury to reroll.
    Boat Card 4:
    Sage
    Core
    Ally 0
    Traits:
    Arcanist
    Human
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 4
    On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
    Discard to examine the top card of your location, then shuffle the location, then you may explore.
    Boat Card 5:
    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.
    Boat Card 6:
    Acolyte
    Core
    Ally 0
    Traits:
    Cleric
    Human
    To Acquire:
    Charisma
    Diplomacy
    Divine 4
    On a local Wisdom or Divine check, recharge to add 1d4.
    Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.
    Boat Card 7:
    Cutpurse Gang
    CotCT
    Barrier 0
    Traits:
    Obstacle
    To Defeat:
    Wisdom
    Perception
    Stealth 5
    Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
    If undefeated, each local character buries a card from their discards.

    Location #4: Tavern
    Urban
    At This Location: You may recharge an ally to explore.
    When Closing: Each local character reveals an ally.
    When Permanently Closed: Each local character may heal a card.
    M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: Valeros/JercDewor, Evidence
    Tavern Card 1 (Henchman Proxy B4):
    Henchman Proxy B4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Tavern Card 2:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.
    Tavern Card 3:
    Snake
    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 5
    On a local combat check, recharge to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Tavern Card 4:
    Termite Swarm
    Core
    Monster 1
    Traits:
    Swarm
    Vermin
    Trigger
    To Defeat:
    Combat 10
    OR Constitution
    Fortitude 6
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Tavern Card 5:
    Harrower
    CotCT
    Ally 0
    Traits:
    Human
    Medium
    To Acquire:
    Charisma
    Diplomacy 4
    OR Knowledge 5
    Recharge to examine the top 3 cards of any character's deck and return them in any order.
    Discard to examine the top card of your location, then you may explore.
    Tavern Card 6:
    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.
    Tavern Card 7:
    Mist Horn
    CotCT
    Item 1
    Traits:
    Instrument
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    Display next to a location. While displayed:
    * When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
    * At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
    Tavern Card 8:
    Antiplague
    CotCT
    Item 0
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 5
    Display next to a local character.
    While displayed:
    * On this character's checks against Disease or Poison cards, add 1d8.
    * You may banish to remove the scourge Plagued or Poisoned from this character.
    * At the end of the scenario, banish.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Tavern Card 9:
    Soothing Word
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Healing
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 6
    On your turn, banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.

    Location #5: Docks
    Aquatic
    Urban
    At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a card to another character.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: Evidence
    Docks Card 1:
    Scimitar
    CotCT
    Weapon 0
    Traits:
    Finesse
    Melee
    Slashing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 7
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
    Docks Card 2:
    Magnifying Glass
    CotCT
    Item 0
    Traits:
    Tool
    To Acquire:
    Intelligence
    Disable
    Perception 4
    On your Disable or Perception non-combat check, reveal to add 1d4.
    Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.
    Docks Card 3:
    Allip
    Core
    Monster 1
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    OR Divine 8
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Dazed.
    Docks Card 4:
    Concealed Hatch
    CotCT
    Barrier 1
    Traits:
    Lock
    To Defeat:
    Strength 5
    OR Disable 3
    Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
    If undefeated, reload this barrier into its location.
    Docks Card 5:
    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.
    Docks Card 6:
    Henchman Proxy B5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Docks Card 7:
    Troubadour
    Core
    Ally 0
    Traits:
    Bard
    Human
    To Acquire:
    Charisma
    Diplomacy 4
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.
    Docks Card 8:
    Spider
    CotCT
    Ally 0
    Traits:
    Vermin
    To Acquire:
    Wisdom
    Fortitude
    Survival 4
    On your combat check, reload to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4.
    Docks Card 9:
    Henchman Proxy A7
    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.
    Docks Card 10:
    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.
    Docks Card 11:
    Heavy Shield
    Core
    Armor 0
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 4
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Location #6: River
    Aquatic
    Wild
    At This Location: On your check, you may discard a card to reroll a die.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a boon to another character at any location.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Zetha/morph147, Evidence
    River Card 1:
    Yeth Hound
    Core
    Monster 1
    Traits:
    Animal
    Outsider
    To Defeat:
    Combat 10
    Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
    If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
    River Card 2:
    Skeletal Owlbeast
    CotCT
    Monster 1
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 14
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.

    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 ?: 2
    Located/Displayed Here: None
    Base Card 1:
    Cressida Kroft
    CotCT
    Supporter 0
    Traits:
    Human
    Soldier
    Display. While displayed:
    * You may bury to draw a new weapon or armor.
    * ? You may bury to draw a new Attack spell or Healing spell.
    It breaks my heart to see Korvosa tear itself apart.
    Heroes of your caliber are exactly what we need now.
    Base Card 2:
    Amin Jalento
    CotCT
    Supporter 1
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * On any check to acquire, you may bury to add 1d6.
    * ? You may bury to draw 2 new items, then banish 1 of them.

    Location #8: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 5 ?: 1
    Located/Displayed Here: None
    Cards Not In the Box Card 1:
    The Dance
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, discard to bless twice.
    Discard to explore.
    Cards Not In the Box Card 2:
    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.
    Cards Not In the Box Card 3:
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.
    Cards Not In the Box Card 4:
    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.
    Cards Not In the Box 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.
    Cards Not In the Box Card 6:
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.


  • Human | Deck Handler | Nature / Divine (2372365-1003)

    Updated hand post.

    __Estra__Summary__ wrote:

    Hand: Chain Mail, Holy Symbol, Honaire, Benefaction, Sands of the Hour,

    Displayed: Hide Armor,
    Deck: 9 Discard: 2 Buried: 1
    Hero Points: 0

    Skills and Powers:
    Skills:
    Strength: d4 ☐ +1 ☐ +2
    Dexterity: d4 ☐ +1
    Constitution: d4 ☐ +1 ☐ +2
    Intelligence: d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom: d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    - Divine: Wisdom +2
    - Knowledge: Wisdom +2
    Charisma: d10 ☐ +1 ☐ +2 ☐ +3
    - Diplomacy: Charisma +1

    Favored Card: Loot Ally Honaire
    Hand Size: 5 ☐ 6
    - - - - - - - - - - - - - -

    Proficiency:
    - Light Armor
    - Divine
    - - - - - - - - - - - - - -

    Powers:
    - On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If one of the examined cards had the Undead trait, you may encounter it (☐ and you may ignore any power on that card that happens when encountered).
    - You may discard (☐ or recharge) a spell or a blessing to reduce damage dealt to you by 3 (■ 5).
    - Add 1d8 to your check against a card that has the Undead trait.

    - - - - - - - - - - - - - -

    Vigilant Seal

    Deck handler link

    Reset hand

    "

    Kess wrote:

    Hand: Iron Knuckles, Crowbar, Blessing of the Green Faith, Stone Weasel, Bone Spikes,

    Displayed:
    Deck: 5 Discard: 4 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Distant: BoGreen Faith: recharges +1d any check. PLEASE USE IF YOU NEED SUPPORT
    Local:
    Other: Other: On Close, Move to Base

    Skills and Powers:
    SKILLS

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

    Favored Card: Ally
    Hand Size: 5 ☐ 6 ☐ 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).

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    1 person marked this as a favorite.

    Examine: Henchmen Proxy B, Evidence encounter triggered. Mother Myrtle discard The Dance to bless twice WISDOM 11: 3d6 + 1d8 ⇒ (2, 5, 1) + (2) = 10 Fail
    PACGS trigger reroll 1d6 REROLL: 1d6 ⇒ 3 3+2+5+2=SUCCESS

    Valeros ends their turn.
    Valeros attempts to recover all cards in their Recovery pile.
    Valeros resets their hand.

    (Optional) Current Location: Tavern
    Leave notes here for your team - Support/Movement/Other:
    Blessings are available for use.
    Move me to whatever is open if my location closes.
    Hi I'm Valeros! Please bot me if I need to Guard my location!

    Valeros wrote:

    Hand: Longsword, Benefaction, Elixir of Healing, Cruel Longsword, Teamster,

    Displayed: Half-Plate,
    Deck: 8 Discard: 0 Buried: 1
    Hero Points: 0
    "NOTES:
    Available Support: Blessings are available for use.
    Movement: Move me to whatever is open if my location closes.
    Other: Hi I'm Valeros! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Prayer, Guide, Longbow, Covering Heavy Shield, Orison
    Recharged: Horse, The Real Rabbit Prince, Throwing Axe,
    Discard Pile:
    Buried Pile: Chain Shirt,
    "
    Skills and Powers:

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

    Favored Card: sword weapon
    Hand Size: 4 ☑ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Armor, Weapon
    POWERS:


    TColMaster Mother Myrtle Alc/Arc/Support

    Out of Turn Updates: None

    Turn - Hour: The Wanderer
    Hour Rules: When a local character fails to acquire a boon, you may bury a card to encounter it.
    SOT: None
    Give Card: None
    Move: XX -> YY
    Location Powers: When you move, any local characters may move with you.
    Explore: Returning Throwing Axe

    Dex 10: 2d4 ⇒ (1, 3) = 4
    -Auto Fail

    -Discard SAGE to examine, shuffle location.
    -Explore
    RNG: 1d6 ⇒ 1
    Using Estra Benefaction
    Helpful Haversack INT 6: 2d8 ⇒ (2, 6) = 8
    ACCQUIRED
    Discard SNAKE to explore
    Explore RNG: 1d5 ⇒ 1

    Luckstone Survival 6: 1d12 + 2 ⇒ (6) + 2 = 8
    ACCQUIRED
    MM ends their turn.
    EOT Examine: 1d4 ⇒ 1
    -Move SAGE to den
    MM attempts to recover all cards in their Recovery pile.

    MM resets their hand.

    [u]Summary[/u]
    Acquired: Helpful Haversack, Luckstone
    Banished: None
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): ESTRA - DISCARD Benefaction

    Mother Myrtle wrote:

    Hand: Elizir of Healing, Acid Flask, Helpful Haversack, Luckstone, Acid Arrow, Blast Stone,

    Displayed: Hide ARmor,
    Deck: 14 Discard: 3 Buried: 0
    "Hero Points: 0
    XP: 1 "
    "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!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cat, Armored Coat, Wand of Acid Burst, Acadame Student, Orison, Noxious Bomb, Incitation, Deflect
    Recharged: Immolate,
    Discard Pile: Sage, The Dance, Snake,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Con+1
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Int +2
    Wisdom d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Craft: Wis +2
    Survival: Wis +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3

    Favored Card: Spells
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    You may use your Wisdom skill ([ ] +1d4) for your Arcane ([X] or Divine) check
    When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's level. If you succeed, recharge it (▢ or shuffle it into your deck); if you fail, discard it.


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

    During This Adventure:

  • The Harrow suit is Keys.
  • Add 1d4 to Dexterity non-combat checks.
  • When you play your harrow, you may draw a card and you may give a card to another player.

    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:

  • At the end of your turn, you may examine the top card of your location, then put that card on top of a location.
  • When you close your location, if the number of Evidences displayed is greater than or equal to the number of characters, you may summon and encounter the danger; if you defeat it, you win.

    Additional Rules: Evidences Displayed: 4

    THREAT LIST:
    Danger: Devargo Barvasi
    Villain: None
    Non-Closing Henchmen: Chittersnap, Monstrous Spiders - Proxy A
    Bonus Non-Closing Henchmen: Evidence - Proxy B

    Scenario Level (#): 1

    Turn: 11, Kess/MatsuKurisu

    Random Cards:

    Monsters
    Spoiler:
    Dire Rat
    CotCT
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 9
    OR Survival 6
    After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
    If undefeated, suffer the scourge Plagued.

    Spoiler:
    Swamp Ooze
    Core
    Monster 1
    Traits:
    Acid
    Ooze
    To Defeat:
    Combat 9
    Immune to Cold, Fire, Mental, and Poison.
    After acting, each local character either recharges an armor or suffers 1 Acid damage.

    Spoiler:
    Zombie
    Core
    Monster 0
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 9+##
    Immune to Mental and Poison.
    If undefeated, a random character summons and encounters this monster.

    Spoiler:
    Dire Boar
    Core
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 10
    THEN Combat 11
    When you would reveal a Melee weapon on the check to defeat, recharge it instead.
    If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.

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

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

    Spoiler:
    Ill Tidings
    CotCT
    Barrier 1
    Traits:
    Curse
    To Defeat:
    None 0
    This encounter, blessings cannot be played.
    Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.

    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:
    Lost Local
    Core
    Barrier 0
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 5
    OR Survival 7
    If undefeated, suffer the scourge Dazed and end your turn.

    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.

    Weapons
    Spoiler:
    Sling
    Core
    Weapon 0
    Traits:
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal to use Dexterity or Ranged + 1d4.
    On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Deathbane Light Crossbow
    Core
    Weapon 1
    Traits:
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
    On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.

    Spoiler:
    Giantbane Greataxe
    Core
    Weapon 1
    Traits:
    2-Handed
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.

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

    Spoiler:
    Shortsword
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Piercing
    Sword
    To Acquire:
    Strength
    Stealth
    Melee 4
    For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.

    Spells
    Spoiler:
    Levitate
    Core
    Spell 0
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 5
    OR Wisdom
    Divine 6
    At the start of any turn or during any move step, banish to move a local character.
    Banish to examine the top card of an occupied location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.

    Spoiler:
    Cure
    Core
    Spell 0
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

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

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

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


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

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

    Spoiler:
    Slick Leather
    CotCT
    Armor 1
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * On your check to move, add 1d10.
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Light Shield
    Core
    Armor 0
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 3
    When you suffer Combat damage, freely reveal to reduce it by 1.
    On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Klar
    CotCT
    Armor 0
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude
    Melee
    Survival 5
    When you suffer Combat damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Chain Shirt
    Core
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 4
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.

    Items
    Spoiler:
    Blast Stone
    Core
    Item 0
    Traits:
    Alchemical
    Object
    To Acquire:
    Intelligence
    Craft 4
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.

    Spoiler:
    Elixir of Love
    CotCT
    Item 0
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    On your Diplomacy check to acquire an ally, banish to add 2d10.
    On your Diplomacy check against a bane, banish to add 1d10.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 8 check to recharge this card.


    Spoiler:
    Flame Staff
    Core
    Item 0
    Traits:
    Attack
    Fire
    Magic
    Staff
    To Acquire:
    Arcane
    Divine 4
    For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.

    Spoiler:
    Spider Venom
    CotCT
    Item 0
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Display. While displayed:
    * On your Melee or Ranged combat check, you may bury to add 1d4 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

    Spoiler:
    Codex
    Core
    Item 0
    Traits:
    Book
    To Acquire:
    Intelligence
    Knowledge 5
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.

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

    Spoiler:
    Bound Imp
    CotCT
    Ally 1
    Traits:
    Devil
    Outsider
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    While this card is in your hand or when you play it, treat it as either a monster or an ally.
    Recharge to draw a card.
    Banish to draw 2 cards.

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


    Spoiler:
    Archer
    Core
    Ally 0
    Traits:
    Human
    Ranger
    To Acquire:
    Charisma
    Diplomacy
    Ranged 4
    On a local Dexterity or Ranged check, recharge to add 1d4.
    Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.

    Spoiler:
    Standard Bearer
    Core
    Ally 1
    Traits:
    Human
    Soldier
    To Acquire:
    Charisma
    Diplomacy
    Melee 6
    On a local Strength or Constitution check, recharge to add 1d4.
    Discard to explore. This exploration, on your checks against story banes, add 1d4.

    Spoiler:
    Korvosan Guard
    CotCT
    Ally 0
    Traits:
    Human
    Perception
    To Acquire:
    Charisma
    Diplomacy 6
    OR Melee
    Ranged 5
    When a local character suffers damage, recharge to reduce it by 1.
    Discard to explore. This exploration, when you suffer damage, reduce it by 1.

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

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

    Spoiler:
    The Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
    To Acquire:
    Dexterity
    Melee 4+#
    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.

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

    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: 19

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/morph147:
    Spoiler:
    Hourglass Card 1 Zetha/morph147
    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.
    Hourglass Card 2 Estra/Wafflebone:
    Spoiler:
    Hourglass Card 2 Estra/Wafflebone
    The Winged Serpent
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Ranged check is blessed.
    To Acquire:
    Wisdom
    Melee 4+#
    On a local check, discard to bless.
    On a distant check, recharge to bless.
    Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
    Hourglass Card 3 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 3 Valeros/JercDewor
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Hourglass Card 4 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 4 MotherMyrtle/TColMaster
    The Carnival
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: All damage is Mental damage that cannot be reduced.
    To Acquire:
    Wisdom
    Acrobatics 4+#
    On any check, discard to bless.
    After the roll, you may flip 1 non-d4 die upside-down and take the new result.
    Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
    Hourglass Card 5 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 5 Kess/MatsuKurisu
    The Juggler
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, freely discard to reroll a die.
    Discard to explore.
    Hourglass Card 6 Zetha/morph147:
    Spoiler:
    Hourglass Card 6 Zetha/morph147
    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 7 Estra/Wafflebone:
    Spoiler:
    Hourglass Card 7 Estra/Wafflebone
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 8 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 8 Valeros/JercDewor
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Hourglass Card 9 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 9 MotherMyrtle/TColMaster
    The Eclipse
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, freely discard to bless.
    Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
    Hourglass Card 10 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 10 Kess/MatsuKurisu
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Hourglass Card 11 Zetha/morph147:
    Spoiler:
    Hourglass Card 11 Zetha/morph147
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 12 Estra/Wafflebone:
    Spoiler:
    Hourglass Card 12 Estra/Wafflebone
    The Brass Dwarf
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
    To Acquire:
    Constitution
    Fortitude 4+#
    On any Constitution check, discard to bless twice.
    Discard to explore.
    Hourglass Card 13 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 13 Valeros/JercDewor
    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 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 14 MotherMyrtle/TColMaster
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 15 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 15 Kess/MatsuKurisu
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 16 Zetha/morph147:
    Spoiler:
    Hourglass Card 16 Zetha/morph147
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Hourglass Card 17 Estra/Wafflebone:
    Spoiler:
    Hourglass Card 17 Estra/Wafflebone
    The Owl
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Survival check is blessed.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
    Hourglass Card 18 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 18 Valeros/JercDewor
    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 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 19 MotherMyrtle/TColMaster
    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.

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

    Den Of Iniquity Card 1 (Sage):
    Sage
    Core
    Ally 0
    Traits:
    Arcanist
    Human
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 4
    On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
    Discard to examine the top card of your location, then shuffle the location, then you may explore.
    Den Of Iniquity Card 2 (Chittersnap):
    Chittersnap
    CotCT
    Story Bane 1
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 12
    Before acting, a random local character summons and encounters a barrier.
    After acting, suffer the scourge Entangled.
    If undefeated, suffer the scourge Poisoned.
    Den Of Iniquity Card 3 (Thieves' Tools):
    Thieves' Tools
    Core
    Item 0
    Traits:
    Tool
    To Acquire:
    Dexterity
    Disable 4
    On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
    Den Of Iniquity Card 4 (Ingratiating Minion):
    Ingratiating Minion
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy
    Knowledge 7
    If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
    If defeated, examine the top card of your location; you may ignore effects that trigger when examined.
    Den Of Iniquity Card 5 (Strangler):
    Strangler
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 10
    Cannot be evaded.
    Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
    Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.
    Den Of Iniquity Card 6 (Flanking Attack):
    Flanking Attack
    CotCT
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
    Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
    Den Of Iniquity Card 7:
    Holy Symbol
    CotCT
    Item 0
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom
    Divine 4
    On your Divine non-combat check, reveal to add 1d4.
    Discard to heal a Divine spell.
    Den Of Iniquity 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.
    Den Of Iniquity Card 9:
    Teamster
    Core
    Ally 0
    Traits:
    Hireling
    Human
    To Acquire:
    Strength
    Charisma
    Diplomacy 5
    Recharge to draw a card or recharge a card.
    Discard to explore. This exploration, a local character may avenge by reloading a card.
    Den Of Iniquity Card 10:
    Bastion Boots
    CotCT
    Item 1
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Acrobatics 5
    Recharge to move. You may not use this power during an encounter.
    When you encounter an Obstacle or Trap barrier, recharge to evade it.
    Den Of Iniquity Card 11:
    Door Spike
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Wisdom
    Disable
    Perception 8
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
    Den Of Iniquity Card 12:
    Longsword
    Core
    Weapon 0
    Traits:
    Melee
    Sword
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.
    Den Of Iniquity Card 13:
    Craftsman
    CotCT
    Ally 1
    Traits:
    Dwarf
    Hireling
    To Acquire:
    Charisma
    Diplomacy 6
    OR Craft 4
    On a local check against a weapon or an armor, recharge to add 1d8.
    Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.
    Den Of Iniquity Card 14:
    Ghoul
    Core
    Monster 1
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 11+##
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.
    Den Of Iniquity Card 15:
    Magic Leather Armor
    Core
    Armor 1
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 6
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.

    Location #2: Spider Nest
    Underground
    Wild
    At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
    When Closing: Summon and defeat the story bane Monstrous Spider.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Kess/MatsuKurisu,
    Spider Nest Card 1:
    Gentleman Explorer
    CotCT
    Ally 1
    Traits:
    Human
    Aristocrat
    To Acquire:
    Charisma
    Diplomacy 8
    OR Knowledge 5
    On a local check against a barrier or an ally, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.
    Spider Nest Card 2:
    Boggard
    CotCT
    Monster 1
    Traits:
    Aquatic
    Boggard
    To Defeat:
    Combat 10
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.
    Spider Nest Card 3:
    Tower Shield
    Core
    Armor 1
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 6
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, on a local combat check, freely discard to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    Spider Nest Card 4:
    Henchman Proxy A6
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Spider Nest Card 5:
    Mercenary
    Core
    Monster 1
    Traits:
    Human
    Warrior
    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.

    Location #3: Boat
    Aquatic
    Urban
    At This Location: When you move, any local characters may move with you.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: No effect.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Estra/Wafflebone, MotherMyrtle/TColMaster, Evidence
    Boat Card 1:
    Cutpurse Gang
    CotCT
    Barrier 0
    Traits:
    Obstacle
    To Defeat:
    Wisdom
    Perception
    Stealth 5
    Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
    If undefeated, each local character buries a card from their discards.
    Boat Card 2:
    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.
    Boat Card 3:
    Acolyte
    Core
    Ally 0
    Traits:
    Cleric
    Human
    To Acquire:
    Charisma
    Diplomacy
    Divine 4
    On a local Wisdom or Divine check, recharge to add 1d4.
    Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.

    Location #4: Tavern
    Urban
    At This Location: You may recharge an ally to explore.
    When Closing: Each local character reveals an ally.
    When Permanently Closed: Each local character may heal a card.
    M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Valeros/JercDewor,
    Tavern Card 1:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.
    Tavern Card 2:
    Snake
    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 5
    On a local combat check, recharge to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Tavern Card 3:
    Termite Swarm
    Core
    Monster 1
    Traits:
    Swarm
    Vermin
    Trigger
    To Defeat:
    Combat 10
    OR Constitution
    Fortitude 6
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Tavern Card 4:
    Harrower
    CotCT
    Ally 0
    Traits:
    Human
    Medium
    To Acquire:
    Charisma
    Diplomacy 4
    OR Knowledge 5
    Recharge to examine the top 3 cards of any character's deck and return them in any order.
    Discard to examine the top card of your location, then you may explore.
    Tavern Card 5:
    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.
    Tavern Card 6:
    Mist Horn
    CotCT
    Item 1
    Traits:
    Instrument
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    Display next to a location. While displayed:
    * When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
    * At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
    Tavern Card 7:
    Antiplague
    CotCT
    Item 0
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 5
    Display next to a local character.
    While displayed:
    * On this character's checks against Disease or Poison cards, add 1d8.
    * You may banish to remove the scourge Plagued or Poisoned from this character.
    * At the end of the scenario, banish.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Tavern Card 8:
    Soothing Word
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Healing
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 6
    On your turn, banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.

    Location #5: Docks
    Aquatic
    Urban
    At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a card to another character.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: Evidence
    Docks Card 1:
    Scimitar
    CotCT
    Weapon 0
    Traits:
    Finesse
    Melee
    Slashing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 7
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.
    Docks Card 2:
    Magnifying Glass
    CotCT
    Item 0
    Traits:
    Tool
    To Acquire:
    Intelligence
    Disable
    Perception 4
    On your Disable or Perception non-combat check, reveal to add 1d4.
    Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.
    Docks Card 3:
    Allip
    Core
    Monster 1
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    OR Divine 8
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Dazed.
    Docks Card 4:
    Concealed Hatch
    CotCT
    Barrier 1
    Traits:
    Lock
    To Defeat:
    Strength 5
    OR Disable 3
    Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
    If undefeated, reload this barrier into its location.
    Docks Card 5:
    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.
    Docks Card 6:
    Henchman Proxy B5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Docks Card 7:
    Troubadour
    Core
    Ally 0
    Traits:
    Bard
    Human
    To Acquire:
    Charisma
    Diplomacy 4
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.
    Docks Card 8:
    Spider
    CotCT
    Ally 0
    Traits:
    Vermin
    To Acquire:
    Wisdom
    Fortitude
    Survival 4
    On your combat check, reload to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4.
    Docks Card 9:
    Henchman Proxy A7
    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.
    Docks Card 10:
    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.
    Docks Card 11:
    Heavy Shield
    Core
    Armor 0
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 4
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Location #6: River
    Aquatic
    Wild
    At This Location: On your check, you may discard a card to reroll a die.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a boon to another character at any location.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Zetha/morph147,
    River Card 1:
    Yeth Hound
    Core
    Monster 1
    Traits:
    Animal
    Outsider
    To Defeat:
    Combat 10
    Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
    If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
    River Card 2:
    Skeletal Owlbeast
    CotCT
    Monster 1
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 14
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.

    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 ?: 2
    Located/Displayed Here: None
    Base Card 1:
    Cressida Kroft
    CotCT
    Supporter 0
    Traits:
    Human
    Soldier
    Display. While displayed:
    * You may bury to draw a new weapon or armor.
    * ? You may bury to draw a new Attack spell or Healing spell.
    It breaks my heart to see Korvosa tear itself apart.
    Heroes of your caliber are exactly what we need now.
    Base Card 2:
    Amin Jalento
    CotCT
    Supporter 1
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * On any check to acquire, you may bury to add 1d6.
    * ? You may bury to draw 2 new items, then banish 1 of them.

    Location #8: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 5 ?: 1
    Located/Displayed Here: None
    Cards Not In the Box Card 1:
    The Dance
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, discard to bless twice.
    Discard to explore.
    Cards Not In the Box Card 2:
    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.
    Cards Not In the Box Card 3:
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.
    Cards Not In the Box Card 4:
    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.
    Cards Not In the Box 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.
    Cards Not In the Box Card 6:
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.

  • Vigilant Seal

    Deck handler link

    Out of Turn Updates
    {ooc]Change to MM Turn[/ooc]
    Actions needed by other Player(s): ESTRA - DISCARD Benefaction
    Kess recharges Blessing of the Green Faith to bless

    Turn order: Kess/MatsuKurisu, Zetha/morph147, Estra/Wafflebone, Valeros/JercDe'wor, Mother Myrtle/TColMaster,

    Blessing = #11 Kess/Matsu Kurisu: Benefaction
    When this is the hour: No effect.

    Start of Turn

    At: #2: Spider Nest
    Give: No
    Move: #3: Boat
    At This Location: When you move, any local characters may move with you.

    Mother Myrtle banishes Elixir of Healing, Heal Kess: 1d4 + 1 ⇒ (4) + 1 = 5
    Full heal, only 4 in discard pile

    Free explore = 1: Cutpurse Gang, Barrier 0: Wisdom 5

    Spoiler:
    Traits:
    Obstacle
    To Defeat:
    Wisdom
    Perception
    Stealth 5
    Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
    If undefeated, each local character buries a card from their discards.

    BYA Estra/Wafflebone, MotherMyrtle/TColMaster Wisdom, Perception, or Stealth 5 check or discard a card
    Wisdom 1d4, Reveal Crowbar +1d10
    Wisdom 5: 1d4 + 1d10 ⇒ (2) + (10) = 12 - Banished

    Kess ends her turn.
    Examine the top card of your location (2: Henchman Proxy B3, Evidence - TRIGGER)
    Evidence, Barrier 1, Intelligence 11(10+1)

    Spoiler:

    Story Bane Barrier 1

    Traits
    Task
    Trigger

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

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


    [/spoiler]
    Intelligence 1d6, Examined +1d8, Valeros discards Benefaction +1d6
    Intelligence 11: 1d6 + 1d8 + 1d6 ⇒ (4) + (7) + (2) = 13 - Defeated! Displayed

    Kess attempts to recover all cards in her Recovery pile.

    Kess resets her hand.
    Draw up hw The Demon's Lantern

    Summary
    Location = #3: Boat
    Acquired =
    Banished = 1: Cutpurse Gang
    Examined =

    Moved Cards =

    From Box =
    Displayed = Evidence @ #3: Boat
    Give =

    Used = Valeros discards Benefaction

    Other = BYA Estra/Wafflebone, MotherMyrtle/TColMaster Wisdom, Perception, or Stealth 5 check or discard a card

    "

    Kess wrote:

    Hand: Bone Spikes, Iron Knuckles, Crowbar, Stone Weasel, hw The Demon's Lantern,

    Displayed:
    Deck: 9 Discard: 0 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Distant: The Demon Lantern: Bless. Available
    Local:
    Other: Other: On Close, Move to Base

    Skills and Powers:
    SKILLS

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

    Favored Card: Ally
    Hand Size: 5 ☐ 6 ☐ 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).

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    TColMaster Mother Myrtle Alc/Arc/Support

    MM BYA WIS 5: 1d12 ⇒ 4
    -Recharge Luckstone for +1, Pass Test.

    Mother Myrtle wrote:

    Hand: Elizir of Healing, Acid Flask, Helpful Haversack, Acid Arrow, Blast Stone,

    Displayed: Hide ARmor,
    Deck: 14 Discard: 3 Buried: 0
    "Hero Points: 0
    XP: 1 "
    "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!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Orison, Incitation, Deflect, Armored Coat, Cat, Acadame Student, Wand of Acid Burst, Noxious Bomb
    Recharged: Immolate, Luckstone,
    Discard Pile: Sage, The Dance, Snake,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Con+1
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Int +2
    Wisdom d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Craft: Wis +2
    Survival: Wis +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3

    Favored Card: Spells
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    You may use your Wisdom skill ([ ] +1d4) for your Arcane ([X] or Divine) check
    When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's level. If you succeed, recharge it (▢ or shuffle it into your deck); if you fail, discard it.


    Zetha's Deck Handler

    Hour is The Liar
    Hour power is At the start of your check, the difficulty is increased by the number of allies in your hand. Allies in hand is 0.

    STart of turn
    Add 2 random monsters to hand.
    Random Monster #1: Dire Rat
    Random Monster #2: Swamp Ooze

    Move
    Move to the Boat

    First explore
    Encounter Boat Card 3: Acolyte
    Display Eloquence to add 3 to my charisma checks this turn.
    Diplomacy 4: 1d10 + 1 + 3 ⇒ (4) + 1 + 3 = 8 Success

    Will attempt to close.
    Banish Dire rat to use stealth. 1d4 added from scenario for non-combat dex checks.
    Dexterity 5+1: 1d10 + 3 + 1d4 ⇒ (8) + 3 + (1) = 12 Success. Close location

    5 evidence displayed when closing, summon and encounter danger. Encounter Devargo Barvasi.

    BYA encounter Knivesies.
    Banish Swamp Ooze to use stealth. Reveal Stalking armor to add 2 to the check, reveal sage's journal to add a 1d4 to check. add 1d4 from scenario from non-combat dex checks.
    Stealth 7: 1d10 + 3 + 2 + 1d4 ⇒ (1) + 3 + 2 + (3) = 9 Success.

    Will attempt diplomacy check to defeat Devargo Barvasi. Banish Boggrat to use stealth check. Reveal Stalking armor to add 2 to the check, reveal sage's journal to add a 1d4 to check. add 1d4 from the scenario for noncombat dex checks. Play Blessing of the gods to add a die to the check. Since this has the charisma base check, add 3 to the check.
    Stealth 12: 1d10 + 3 + 2 + 1d4 + 1d4 + 1d10 + 3 ⇒ (9) + 3 + 2 + (4) + (4) + (2) + 3 = 27 Success. We win


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

    CotCT1B: The Ambassador's Secret
    Development
    Spiders! You can hardly get them out of your breeches. The King of Spiders lived up to his name. But Devargo Barvasi lies at the bottom of the harbor, a victim of his own depredations. And of your swords.
      
    Ambassador Amprei did not escape so easily. Barvasi held a collection of love letters between the ambassador and the wife of a Chelish noble. Should this information get out, Amprei would be disgraced, discharged, and perhaps disemboweled.
      
    “Well, well,” Vencarlo Orisini taunts the ambassador. “It would be a shame if this wicket got any stickier for you, Darvayne. How about you just abandon your investments here and scurry back home to tend to your affairs? Oh, my most sincere apologies on using that word.”
      
    Chagrined, Amprei agrees to Orisini’s terms and boards the first carriage to Cheliax. “Nicely done,” says Marshal Kroft. “If only all our tasks had such delightful endings.”
      
    “Be of cheer, Cressida,” Orisini says. “You have my word that Korvosa’s days will brighten soon!”
      
    The way he says it, it’s hard to imagine elsewise.

    Reward
    Rally the supporter Vencarlo Orisini.

    Acquired Cards
    Acolyte (Ally 0)
    Hide Armor (Armor 0)
    Sands of the Hour (Blessing 0)
    Helpful Haversack (Item 1)
    Luckstone (Item 0)

    Weapon
    Spell
    Armor 0
    Item 10
    Ally 0
    Blessing 0

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

    Please post rolls, decisions, etc in discussion thread


    Human | Deck Handler | Nature / Divine (2372365-1003)

    BYA Cutpurse Gang
    - Benefaction Bless 1d12
    Wisdom 5: 1d12 + 1d12 ⇒ (2) + (7) = 9 - Success

    __Estra__Summary__ wrote:

    Hand: Holy Symbol, Honaire, Benefaction, Sands of the Hour,

    Displayed: Hide Armor,
    Deck: 9 Discard: 3 Buried: 1
    Hero Points: 0

    Skills and Powers:
    Skills:
    Strength: d4 ☐ +1 ☐ +2
    Dexterity: d4 ☐ +1
    Constitution: d4 ☐ +1 ☐ +2
    Intelligence: d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom: d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    - Divine: Wisdom +2
    - Knowledge: Wisdom +2
    Charisma: d10 ☐ +1 ☐ +2 ☐ +3
    - Diplomacy: Charisma +1

    Favored Card: Loot Ally Honaire
    Hand Size: 5 ☐ 6
    - - - - - - - - - - - - - -

    Proficiency:
    - Light Armor
    - Divine
    - - - - - - - - - - - - - -

    Powers:
    - On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If one of the examined cards had the Undead trait, you may encounter it (☐ and you may ignore any power on that card that happens when encountered).
    - You may discard (☐ or recharge) a spell or a blessing to reduce damage dealt to you by 3 (■ 5).
    - Add 1d8 to your check against a card that has the Undead trait.


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

    SCENARIO 1C: THE DEAD WARRENS

    “We do not venture into your people’s politics,” says the Shoanti visionary Thousand Bones. “Your kings come and your kings go. The Shoanti endure.”
      
    As newly minted Korvosan Guards, you are meeting with Thousand Bones because he has reported a crime. Simple enough, but a meeting with a Shoanti elder carries greater weight. More than 200 years ago, the Shoanti were beaten into the Cinderlands by the invading Chelaxians who founded Korvosa on the natives’ land. An uneasy truce exists between the two sides, but it could crumble if the Shoanti feel slighted by the Korvosan representatives. That’s you.
      
    “Tell us what happened to your grandson,” you say. Thousand Bones heaves a sigh. He draws a skull symbol in the earth, signifying the death emblem of the Clan of the Skull.
      
    “My people work hard to understand those who dwell in Korvosa, yet each day we see how this city’s people work as hard to foster old hatreds. My grandson Gaekhen is dead, beaten to death by cowards in your city street. My son and his kin wish to return to the Skoan-Quah in the Cinderlands, to rally to war against Korvosa. For both our peoples, this would be disastrous. Amends must be made."
      
    “If a body does not go whole to the fires of the ancestors, the smoke of a warrior’s spirit cannot rise to the Great Sky. If I could send Gaekhen’s body to the Great Sky with honor and dignity, the talks of peace between our peoples could continue. But he was not just murdered. His body was sold to a necromancer known as Rolth, a criminal to both our peoples. The spirits have revealed to me that Gaekhen’s body is below this city’s graveyard, a place the spirits call the Dead Warrens. And his body is...” He pauses for a moment. “Not whole.”
      
    You try not to show your horror to Field Marshal Cressida Kroft, who sits next to Thousand Bones. She comforts the old man. “We will help,” she says. “Your warriors can return home knowing we will do right by your grandson.”
      
    As you gather your belongings to prepare, you ask the Marshal who Rolth is.
      
    “A thorn in our side,” she says. “He is the son of a crime lord named Gaedren Lamm...”

    SETUP:
    After preparing the story banes, shuffle together 3 Proxy B's (Body Parts) and a number of blessings equal to the number of locations minus 3, then shuffle 1 of these into each location.
    LOCATIONS:
    Base
    1 Crypt
    1 Dungeons
    1 Ruin
    2 Ossuary
    3 Graveyard
    4 Pits
    5 Oubliette
    6 Twisting Passages

    THREAT LIST:
    Danger: Ancient Skeleton, Zombie Minions
    Villain: Vreeg
    Closing Henchmen: Carrion Golem (Ghaeken), Cabbagehead, Derros - Proxy A
    Bonus Cards: Body Parts (3) - Proxy B, Random Blessings (4)

    DURING THIS SCENARIO:
    When you would corner and defeat Vreeg or banish the Carrion Golem or banish, encounter, or examine a Proxy B, display it next to the scenario. You win only when all 3 Proxy B's, the Carrion Golem, and Vreeg are displayed next to the scenario.

    (To clarify; you will need to corner and defeat the villain at some point, but that alone does not win you this scenario. You instantly win once all 5 required cards have been displayed - which includes the villain. Fortunately, displaying Proxy Bs is easy.
    The Body Parts are not actual 'cards' or Story Banes, they're purely proxies. As per the scenario rules, if you have to interact with them in almost any way they'll just be instantly-displayed.
    This includes banishing them - such as by closing the location they're in. This means if you just focus on closing locations, you'll get them displayed one way or another.)

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

    HARROWING:

    Estra's Harrow: 1d10 ⇒ 7

    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.

    Valeros' Harrow: 1d9 ⇒ 3
    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.

    Mother Myrtle's Harrow: 1d8 ⇒ 4
    The Demon's Lantern:

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

    Kess's Harrow: 1d7 ⇒ 3
    The Dance:

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

    Zetha's Harrow: 1d6 ⇒ 4
    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.


    TColMaster Mother Myrtle Alc/Arc/Support

    STARTING LOCATION: CRYPT

    Mother Myrtle wrote:

    Hand: Armored Coat, Incitation, Acid Arrow, Snake, Cat, Elizir of Healing, The Demons Lantern,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    "Hero Points: 0
    XP: 1 "
    "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!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Deflect, Noxious Bomb, Orison, Sage, Blast Stone, Immolate, Wand of Acid Burst, Acid Flask, Acadame Student
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Con+1
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Int +2
    Wisdom d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Craft: Wis +2
    Survival: Wis +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3

    Favored Card: Spells
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    You may use your Wisdom skill ([ ] +1d4) for your Arcane ([X] or Divine) check
    When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's level. If you succeed, recharge it (▢ or shuffle it into your deck); if you fail, discard it.

    Vigilant Seal

    Deck handler link

    Kess - Start 1.4
    - 1C: THE DEAD WARRENS

    Card Upgrade
    New Card Feat (Blessing) = Blessing of Gozreh in
    = Crocodile Skin Madu in, Bone Spikes out

    Loot swaps
    = Zellara's Harrow Deck in, Amulet of Mighty Fists out

    Starting location
    - Oubliette

    Harrows
    - The Dance

    Starting Hand
    "

    Kess wrote:

    Hand: Guide (Core), Blessing of the Green Faith (2), Iron Knuckles, Crocodile Skin Madu, Crowbar, hw The Dance,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Distant: The Dance: Bless*2 only on others checks. PLEASE USE FIRST IF YOU NEED SUPPORT
    Local:
    Other: Other: On Close, Move to Base

    Skills and Powers:
    SKILLS

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

    Favored Card: Ally
    Hand Size: 5 ☐ 6 ☐ 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).

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    Starting Location: Oubliette

    (Optional) Current Location: Oubliette
    Leave notes here for your team - Support/Movement/Other:
    Blessings are available for use.
    Move me to whatever is open if my location closes.
    Hi I'm Valeros! Please bot me if I need to Guard my location!

    Valeros wrote:

    Hand: Elixir of Healing, Chain Shirt, Cruel Longsword, Guide, Teamster, The Crows,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Hero Points: 0
    "NOTES:
    Available Support: Blessings are available for use.
    Movement: Move me to whatever is open if my location closes.
    Other: Hi I'm Valeros! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Longsword, Throwing Axe, Prayer, Half-Plate, Longbow, Bastion Boots, Horse, Benefaction, Covering Heavy Shield
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:

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

    Favored Card: sword weapon
    Hand Size: 4 ☑ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Armor, Weapon
    POWERS:
    On a local combat (□ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (□ 1d6).
    At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
    You may avenge by discarding (□ or recharging) a card.


    Zetha's Deck Handler

    Starting location[b]
    The Crypt

    [b]Card upgrade
    Apprentice in Crow out

    "

    Zetha wrote:

    Hand: Summon Steed, Black Spot, Sage's Journal (Core), Troubadour (Core), Apprentice, Blessing of the Gods (1), The Peacock,

    Displayed: Ahtez,
    Deck: 10 Discard: 0 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: ask for blessings except againist henchmen/villian
    Movement: Move me to the Dungeons and then Ruin if location closes
    Other: My goal this scenario is to find spells. I will be moving and attacking locations with them.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Stalking Armor, Eloquence, Blessing of the Gods (2), Enchanted Fang, Blessing of the Gods (3), Staff of Minor Healing (Core), Detect Magic (Core), Blessing of Pharasma, Researcher, Bound Magma Spirit
    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
    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) 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 (☐ or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier).

    "


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

    During This Adventure:

  • The Harrow suit is Keys.
  • Add 1d4 to Dexterity non-combat checks.
  • When you play your harrow, you may draw a card and you may give a card to another player.

    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:

  • When you would corner and defeat Vreeg or banish the Carrion Golem or banish, encounter, or examine a Proxy B, display it next to the scenario.
  • You win only when all 3 Proxy B's, the Carrion Golem, and Vreeg are displayed next to the scenario.

    Additional Rules: THREAT LIST:
    Danger: Ancient Skeleton, Zombie Minions
    Villain: Vreeg
    Closing Henchmen: Carrion Golem (Ghaeken), Cabbagehead, Derros - Proxy A
    Bonus Cards: Body Parts (3) - Proxy B, Random Blessings (4)

    Scenario Level (#): 1

    Turn: 1, Estra/Wafflebone

    Random Cards:

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

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

    Spoiler:
    Reefclaw
    CotCT
    Monster 1
    Traits:
    Aberration
    Aquatic
    To Defeat:
    Combat 11
    If this monster would be defeated, reroll.

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

    Spoiler:
    Pit Trap
    Core
    Barrier 0
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 6
    OR Wisdom
    Perception 8
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.

    Spoiler:
    Locked Door
    Core
    Barrier 1
    Traits:
    Lock
    Obstacle
    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:
    Mob of Undead
    Core
    Barrier 1
    Traits:
    Skirmish
    Undead
    To Defeat:
    None 0
    Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
    If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.

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

    Weapons
    Spoiler:
    Deathbane Light Crossbow
    Core
    Weapon 1
    Traits:
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
    On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.

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

    Spoiler:
    Light Crossbow
    Core
    Weapon 0
    Traits:
    Bow
    Ranged
    To Acquire:
    Dexterity
    Ranged 4
    For your combat check, reveal to use Dexterity or Ranged + 1d8.
    On a distant combat check, freely discard to add 1d8.

    Spoiler:
    Scimitar
    CotCT
    Weapon 0
    Traits:
    Finesse
    Melee
    Slashing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 7
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.

    Spoiler:
    Throwing Axe
    Core
    Weapon 0
    Traits:
    Axe
    Melee
    Ranged
    Slashing
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 6
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
    If proficient, on a local combat check, freely discard to add 1d6.
    You may use this power even if you have previously revealed this card on this check.

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

    Spoiler:
    Acid Burst
    CotCT
    Spell 0
    Traits:
    Acid
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    For your combat or Disable check, banish to use Arcane + 2d4.

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


    Spoiler:
    False Life
    CotCT
    Spell 0
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    Display. While displayed:
    * When you suffer damage, you may banish to reduce it by 5.
    * At the end of the scenario, banish.

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


    Spoiler:
    Candlelight
    CotCT
    Spell 0
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    Banish to examine the top 5 cards of the hourglass or its discards, then return them in any order. You may not use this power during an encounter.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.


    Spoiler:
    Frozen Touch
    CotCT
    Spell 0
    Traits:
    Arcane
    Attack
    Cold
    Divine
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    For your combat check, banish to use Arcane or Divine + 2d4.
    When a local character encounters an Undead monster, banish to let them evade it.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.


    Armors
    Spoiler:
    Hide Armor
    Core
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude
    Survival 3
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

    Spoiler:
    Armored Coat
    CotCT
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 3
    Display. While displayed:
    * When you discard cards as Combat damage, you may reload 1 of those cards.
    * When you suffer any damage, you may bury to reduce it to 0.

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

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

    Spoiler:
    Light Shield
    Core
    Armor 0
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 3
    When you suffer Combat damage, freely reveal to reduce it by 1.
    On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
    After playing this armor, you may not play a 2-Handed boon this encounter.

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

    Spoiler:
    Crowbar
    Core
    Item 0
    Traits:
    Tool
    To Acquire:
    Strength
    Melee 3
    On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.

    Spoiler:
    Sacred Candle
    Core
    Item 1
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Divine 10
    Bury to draw the hour. You may not play this during an encounter.

    Spoiler:
    Thieves' Tools
    Core
    Item 0
    Traits:
    Tool
    To Acquire:
    Dexterity
    Disable 4
    On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.

    Spoiler:
    Magnifying Glass
    CotCT
    Item 0
    Traits:
    Tool
    To Acquire:
    Intelligence
    Disable
    Perception 4
    On your Disable or Perception non-combat check, reveal to add 1d4.
    Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.

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

    Spoiler:
    Card Caster
    CotCT
    Ally 0
    Traits:
    Human
    Magus
    To Acquire:
    Intelligence
    Knowledge 5
    OR Charisma
    Diplomacy 7
    Recharge to examine the bottom 2 cards of any location.
    Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.

    Spoiler:
    Guide
    Core
    Ally 0
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 5
    On a local check to close or to guard, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to close your location, add 1d6.

    Spoiler:
    Soldier
    Core
    Ally 0
    Traits:
    Human
    Soldier
    To Acquire:
    Charisma
    Diplomacy
    Melee 4
    On a local Strength or Melee check, recharge to add 1d4.
    Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.

    Spoiler:
    Archer
    Core
    Ally 0
    Traits:
    Human
    Ranger
    To Acquire:
    Charisma
    Diplomacy
    Ranged 4
    On a local Dexterity or Ranged check, recharge to add 1d4.
    Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.

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

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

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

    Spoiler:
    The Avalanche
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
    To Acquire:
    Dexterity
    Survival 4+#
    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.

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

    Hour Power: On your check, you may discard a card to reroll a die showing 1.

    Current Hour:

    The Juggler:
    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.

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 1 Valeros/JercDewor
    The Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
    To Acquire:
    Dexterity
    Melee 4+#
    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.
    Hourglass Card 2 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 2 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 3 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 3 Kess/MatsuKurisu
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 4 Zetha/morph147:
    Spoiler:
    Hourglass Card 4 Zetha/morph147
    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 Estra/Wafflebone:
    Spoiler:
    Hourglass Card 5 Estra/Wafflebone
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 6 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 6 Valeros/JercDewor
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 7 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 7 MotherMyrtle/TColMaster
    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.
    Hourglass Card 8 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 8 Kess/MatsuKurisu
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 9 Zetha/morph147:
    Spoiler:
    Hourglass Card 9 Zetha/morph147
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 10 Estra/Wafflebone:
    Spoiler:
    Hourglass Card 10 Estra/Wafflebone
    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.
    Hourglass Card 11 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 11 Valeros/JercDewor
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 12 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 12 MotherMyrtle/TColMaster
    Gozreh's Growth
    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: On your check against an Animal or Elemental card, add 1d4.
    To Acquire:
    Wisdom
    Divine
    Survival 4+#
    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
    Hourglass Card 13 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 13 Kess/MatsuKurisu
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    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 14 Zetha/morph147:
    Spoiler:
    Hourglass Card 14 Zetha/morph147
    Gozreh's Growth
    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: On your check against an Animal or Elemental card, add 1d4.
    To Acquire:
    Wisdom
    Divine
    Survival 4+#
    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
    Hourglass Card 15 Estra/Wafflebone:
    Spoiler:
    Hourglass Card 15 Estra/Wafflebone
    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 16 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 16 Valeros/JercDewor
    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 17 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 17 MotherMyrtle/TColMaster
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.
    Hourglass Card 18 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 18 Kess/MatsuKurisu
    The Twin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, the first item or ally played is played freely.
    To Acquire:
    Charisma
    Stealth 4+#
    When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
    Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
    Hourglass Card 19 Zetha/morph147:
    Spoiler:
    Hourglass Card 19 Zetha/morph147
    The Cricket
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When a character moves on their turn, each other local character may move with them.
    To Acquire:
    Dexterity
    Ranged 4+#
    On any check, discard to bless.
    On another character's Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.
    Hourglass Card 20 Estra/Wafflebone:
    Spoiler:
    Hourglass Card 20 Estra/Wafflebone
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 21 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 21 Valeros/JercDewor
    The Owl
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Survival check is blessed.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
    Hourglass Card 22 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 22 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 23 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 23 Kess/MatsuKurisu
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Hourglass Card 24 Zetha/morph147:
    Spoiler:
    Hourglass Card 24 Zetha/morph147
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 25 Estra/Wafflebone:
    Spoiler:
    Hourglass Card 25 Estra/Wafflebone
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 26 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 26 Valeros/JercDewor
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card.
    To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Hourglass Card 27 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 27 MotherMyrtle/TColMaster
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Hourglass Card 28 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 28 Kess/MatsuKurisu
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
    Hourglass Card 29 Zetha/morph147:
    Spoiler:
    Hourglass Card 29 Zetha/morph147
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Location #1: Crypt
    Sacred
    Underground
    Urban
    At This Location: The difficulty of checks against Undead banes is increased by 3.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
    M: 4 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: Zetha/morph147, Estra/Wafflebone, MotherMyrtle/TColMaster, None

    Crypt Card 1:
    Shadow
    CotCT
    Monster 1
    Traits:
    Shadow
    Undead
    To Defeat:
    Combat 13
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, you must first choose blessings.
    Crypt Card 2:
    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.
    Crypt Card 3:
    Mirror Image
    Core
    Spell 1
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    Display. While displayed:
    * When you suffer damage, roll 1d4.
    On any result other than 1, reduce the damage to 0.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
    Crypt Card 4:
    Acid Arrow
    Core
    Spell 0
    Traits:
    Acid
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    For your combat check, banish to use Arcane + 2d4.
    On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
    Crypt Card 5:
    Plaguebearer
    CotCT
    Monster 1
    Traits:
    Aberration
    Disease
    To Defeat:
    Combat 15
    When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
    If undefeated, suffer the scourge Plagued.
    Crypt Card 6:
    Allip
    Core
    Monster 1
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    OR Divine 8
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Dazed.
    Crypt Card 7:
    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.
    Crypt Card 8:
    Wolf Pack
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    OR Survival 6
    Before acting, a local character summons and encounters this monster.
    If the check to defeat has the Attack or Ranged trait, you may reroll.
    Crypt Card 9:
    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.
    Crypt Card 10:
    Wounded Wanderer
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Wisdom
    Craft
    Divine
    Survival 8
    You may bury a Healing boon to defeat this barrier.
    If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
    Crypt Card 11:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.

    Location #2: Dungeons
    Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here: None
    Dungeons Card 1:
    Elixir of Love
    CotCT
    Item 0
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    On your Diplomacy check to acquire an ally, banish to add 2d10.
    On your Diplomacy check against a bane, banish to add 1d10.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 8 check to recharge this card.

    Dungeons Card 2:
    Crocodile
    Core
    Monster 1
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 11
    Vulnerable to Cold.
    Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
    Dungeons Card 3:
    Henchman Proxy B1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Dungeons Card 4:
    Bound Imp
    CotCT
    Ally 1
    Traits:
    Devil
    Outsider
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    While this card is in your hand or when you play it, treat it as either a monster or an ally.
    Recharge to draw a card.
    Banish to draw 2 cards.

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

    Dungeons Card 5:
    Strangler
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 10
    Cannot be evaded.
    Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
    Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.
    Dungeons Card 6:
    Mountebank
    CotCT
    Barrier 0
    Traits:
    Task
    To Defeat:
    Wisdom
    Diplomacy
    Stealth 6
    If undefeated, bury the top card of your deck.
    Dungeons Card 7:
    Quarterstaff
    Core
    Weapon 0
    Traits:
    2-Handed
    Bludgeoning
    Melee
    Staff
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
    Discard to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Dungeons Card 8:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Dungeons Card 9:
    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.
    Dungeons Card 10:
    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.
    Dungeons Card 11:
    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.

    Location #3: 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 ?: 2
    Located/Displayed Here: None
    Ruin Card 1:
    Cutpurse Gang
    CotCT
    Barrier 0
    Traits:
    Obstacle
    To Defeat:
    Wisdom
    Perception
    Stealth 5
    Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
    If undefeated, each local character buries a card from their discards.
    Ruin Card 2:
    Immolate
    CotCT
    Spell 0
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    For your combat check, banish to use Arcane or Divine + 2d4.
    On a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Ruin Card 3:
    The Uprising
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: Your non-combat check against a bane is blessed.
    To Acquire:
    Strength
    Diplomacy 4+#
    On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
    Discard to explore.
    Ruin Card 4:
    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.
    Ruin Card 5:
    Cruel Longsword
    CotCT
    Weapon 1
    Traits:
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.
    Ruin Card 6:
    Armor of Insults
    Core
    Armor 1
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 8
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    * To avenge, you may discard a card.
    Ruin Card 7:
    Bloodbug
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.
    Ruin Card 8:
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.
    Ruin Card 9:
    War Drum
    CotCT
    Item 0
    Traits:
    Instrument
    To Acquire:
    Constitution
    Charisma 4
    On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
    When you defeat a monster, recharge to heal a weapon.
    Ruin Card 10:
    Ratling
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 9
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.
    Ruin Card 11:
    Ill Tidings
    CotCT
    Barrier 1
    Traits:
    Curse
    To Defeat:
    None 0
    This encounter, blessings cannot be played.
    Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.

    Location #4: Ossuary
    Sacred
    Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M: 3 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None
    Ossuary Card 1:
    Archer's Kite Shield
    CotCT
    Armor 1
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 5
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    Ossuary Card 2:
    Aid
    Core
    Spell 0
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 6
    On any check, freely banish to add 1d4+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
    Ossuary Card 3:
    Sczarni Thief
    CotCT
    Monster 1
    Traits:
    Human
    Rogue
    To Defeat:
    Combat 9+##
    OR Stealth 5+#
    Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
    If undefeated, bury either a random item from your discards or the top card of your deck.
    Ossuary Card 4:
    Concealed Hatch
    CotCT
    Barrier 1
    Traits:
    Lock
    To Defeat:
    Strength 5
    OR Disable 3
    Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
    If undefeated, reload this barrier into its location.
    Ossuary Card 5:
    Seeking Shortbow
    Core
    Weapon 1
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged
    Stealth 11
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Ossuary 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.
    Ossuary Card 7:
    Caltrops
    Core
    Item 0
    Traits:
    Object
    To Acquire:
    Dexterity
    Disable 4
    When a local character encounters a monster, discard; they evade it.
    Ossuary Card 8:
    Scythe
    CotCT
    Weapon 0
    Traits:
    2-Handed
    Melee
    Scythe
    Slashing
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Ossuary Card 9:
    Rat Swarm
    Core
    Monster 0
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 9
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Ossuary Card 10:
    Traitor
    CotCT
    Monster 1
    Traits:
    Human
    Spy
    To Defeat:
    Combat 9+##
    Before acting, discard a random ally; the difficulty is increased by its level.
    Ossuary Card 11:
    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 #5: Graveyard
    Sacred
    Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M: 4 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None
    Graveyard Card 1:
    Acid-spraying Skull
    CotCT
    Barrier 1
    Traits:
    Acid
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Perception 4
    If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
    Graveyard Card 2:
    Giant Fly
    Core
    Monster 1
    Traits:
    Vermin
    To Defeat:
    Combat 10
    If undefeated, bury a random card from your discards.
    After acting, shuffle this monster into a random other location.
    Graveyard Card 3:
    Azer
    Core
    Monster 1
    Traits:
    Elemental
    Fire
    Outsider
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Fire. Vulnerable to Cold.
    After acting, suffer 1d4-1 Fire damage.
    Graveyard Card 4:
    Half-plate
    Core
    Armor 0
    Traits:
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    Graveyard Card 5:
    Mace
    Core
    Weapon 0
    Traits:
    Mace
    Melee
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
    Graveyard Card 6:
    Dire Rat
    CotCT
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 9
    OR Survival 6
    After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
    If undefeated, suffer the scourge Plagued.
    Graveyard Card 7:
    Necrophidian
    CotCT
    Monster 1
    Traits:
    Construct
    To Defeat:
    Combat 12
    Immune to Mental and Poison.
    Vulnerable to Bludgeoning.
    If undefeated, suffer the scourge Dazed.
    Graveyard Card 8:
    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.
    Graveyard Card 9:
    Haughty Nobles
    Core
    Barrier 1
    Traits:
    Cache
    Task
    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.
    Graveyard Card 10:
    Magic Leather Armor
    Core
    Armor 1
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 6
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    Graveyard Card 11:
    Verik Vancaskerkin
    CotCT
    Story Bane 1
    Type: Monster
    Traits:
    Fighter
    Human
    To Defeat:
    Combat 16
    OR Charisma
    Diplomacy 11
    Before acting, suffer 1d4 Ranged Combat damage.

    Location #6: Pits
    Underground
    Wild
    At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
    When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
    When Permanently Closed: You may shuffle your deck.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: None
    Pits Card 1:
    Spiked Breastplate
    Core
    Armor 0
    Traits:
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 6
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
    Pits Card 2:
    Spyglass
    Core
    Item 0
    Traits:
    Object
    To Acquire:
    Wisdom
    Perception 6
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.
    Pits Card 3:
    Spiked Volley
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable 9
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
    Pits Card 4:
    Cabbagehead
    CotCT
    Story Bane 1
    Type: Monster
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    Resistant to Melee and Ranged.
    Vulnerable to Mental.
    Before acting, each local character suffers 1 Combat damage.
    Pits Card 5:
    Deflect
    Core
    Spell 0
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 4
    When a local character suffers Combat damage, freely banish to reduce it by 4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
    Pits Card 6:
    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.
    Pits Card 7:
    Bolas
    CotCT
    Weapon 0
    Traits:
    Chain
    Ranged
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal to use Dexterity or Ranged + 1d4; you may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
    If proficient, discard to evade a monster you encounter.
    Pits Card 8:
    Razor Snare
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Survival 6
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
    Pits Card 9:
    Teamster
    Core
    Ally 0
    Traits:
    Hireling
    Human
    To Acquire:
    Strength
    Charisma
    Diplomacy 5
    Recharge to draw a card or recharge a card.
    Discard to explore. This exploration, a local character may avenge by reloading a card.
    Pits Card 10:
    Gem of Physical Prowess
    Core
    Item 1
    Traits:
    Magic
    Object
    To Acquire:
    Strength
    Dexterity
    Constitution 11
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
    Pits Card 11:
    Boggart
    Core
    Monster 1
    Traits:
    Fey
    To Defeat:
    Knowledge
    Perception 4
    THEN Combat 10
    If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.

    Location #7: Oubliette
    Underground
    At This Location: Damage you suffer is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 5+# check.
    When Permanently Closed: You may heal an ally.
    M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here: Kess/MatsuKurisu, Valeros/JercDewor, None
    Oubliette Card 1:
    The Unicorn
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: Your check to acquire is blessed.
    To Acquire:
    Charisma
    Disable 4+#
    On any check, discard to bless.
    On another character's check, discard to give them a boon.
    Discard to explore. Before acting, you may give a boon to a local character.
    Oubliette Card 2:
    Starknife
    Core
    Weapon 0
    Traits:
    Finesse
    Knife
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 6
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
    Oubliette Card 3:
    Acolyte
    Core
    Ally 0
    Traits:
    Cleric
    Human
    To Acquire:
    Charisma
    Diplomacy
    Divine 4
    On a local Wisdom or Divine check, recharge to add 1d4.
    Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.
    Oubliette Card 4:
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.
    Oubliette Card 5:
    Longsword
    Core
    Weapon 0
    Traits:
    Melee
    Sword
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.
    Oubliette Card 6:
    Dissident Guard
    CotCT
    Barrier 1
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 6
    If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
    If defeated, draw a new ally.
    Oubliette Card 7:
    Spider Swarm
    CotCT
    Monster 1
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 10
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    If undefeated, suffer the scourge Poisoned.
    Oubliette Card 8:
    Boggard
    CotCT
    Monster 1
    Traits:
    Aquatic
    Boggard
    To Defeat:
    Combat 10
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.
    Oubliette Card 9:
    Carrion Golem
    CotCT
    Story Bane 1
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 14
    Immune to Attack, Mental, and Poison.
    Before acting, discard the top card of your deck.
    If undefeated, suffer the scourge Plagued.
    Oubliette Card 10:
    Lost Local
    Core
    Barrier 0
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 5
    OR Survival 7
    If undefeated, suffer the scourge Dazed and end your turn.
    Oubliette Card 11:
    Hell Hound
    CotCT
    Monster 1
    Traits:
    Outsider
    To Defeat:
    Combat 10
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.

    Location #8: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 3
    Located/Displayed Here: None
    Base Card 1:
    Vencarlo Orisini
    CotCT
    Supporter 1
    Traits:
    Expert
    Human
    Display. While displayed:
    * On any combat check, after the roll, you may bury to add 1d6.
    * ? On any combat check, you may bury to reroll.
    Base Card 2:
    Amin Jalento
    CotCT
    Supporter 1
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * On any check to acquire, you may bury to add 1d6.
    * ? You may bury to draw 2 new items, then banish 1 of them.
    Base Card 3:
    Cressida Kroft
    CotCT
    Supporter 0
    Traits:
    Human
    Soldier
    Display. While displayed:
    * You may bury to draw a new weapon or armor.
    * ? You may bury to draw a new Attack spell or Healing spell.
    It breaks my heart to see Korvosa tear itself apart.
    Heroes of your caliber are exactly what we need now.

    Location #9: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1:
    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.
    Cards Not In the Box Card 2:
    The Dance
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, discard to bless twice.
    Discard to explore.
    Cards Not In the Box Card 3:
    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.
    Cards Not In the Box Card 4:
    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.


  • Human | Deck Handler | Nature / Divine (2372365-1003)

    Starting location: #1 Crypt

    Initial hand (below)

    __Estra__Summary__ wrote:

    Hand: Viper Strike, Balmberry, Bat, Honaire, Irori's Mastery, The Locksmith,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 0

    Skills and Powers:
    Skills:
    Strength: d4 ☐ +1 ☐ +2
    Dexterity: d4 ☐ +1
    Constitution: d4 ☐ +1 ☐ +2
    Intelligence: d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom: d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Divine: Wisdom +2
    - Knowledge: Wisdom +2
    Charisma: d10 ☐ +1 ☐ +2 ☐ +3
    - Diplomacy: Charisma +1

    Favored Card: Loot Ally Honaire
    Hand Size: 5 ☐ 6
    - - - - - - - - - - - - - -

    Proficiency:
    - Light Armor
    - Divine
    - - - - - - - - - - - - - -

    Powers:
    - On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If one of the examined cards had the Undead trait, you may encounter it (☐ and you may ignore any power on that card that happens when encountered).
    - You may discard (☐ or recharge) a spell or a blessing to reduce damage dealt to you by 3 (☑ 5).
    - Add 1d8 to your check against a card that has the Undead trait.


    Human | Deck Handler | Nature / Divine (2372365-1003)
    __Start of Turn__ wrote:

    Out of Turn Updates: None

    Hour: The Juggler; Hour Rules: On your check, you may discard a card to reroll a die showing 1.
    Starting Location: #1 Crypt

    Give Player (None): None

    Move: No
    Display: None

    Location: #1 Crypt
    - Powers: The difficulty of checks against Undead banes is increased by 3.

    Estra - Power: On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If one of the examined cards had the Undead trait, you may encounter it.
    - Recharge: Viper Strike
    - Examine: Shadow: Shadow/Undead (Combat 13 +3(location) (16)) Immune to Mental and Poison
    - Examine: Henchman Proxy A3 (Carrion Golem)

    End of Turn

    Recovery: None
    Reset: Draw 0; Discard 0; Complete

    __Estra__Summary__ wrote:

    Hand: Balmberry, Bat, Honaire, Irori's Mastery, The Locksmith,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Hero Points: 0

    Skills and Powers:
    Skills:
    Strength: d4 ☐ +1 ☐ +2
    Dexterity: d4 ☐ +1
    Constitution: d4 ☐ +1 ☐ +2
    Intelligence: d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom: d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Divine: Wisdom +2
    - Knowledge: Wisdom +2
    Charisma: d10 ☐ +1 ☐ +2 ☐ +3
    - Diplomacy: Charisma +1

    Favored Card: Loot Ally Honaire
    Hand Size: 5 ☐ 6
    - - - - - - - - - - - - - -

    Proficiency:
    - Light Armor
    - Divine
    - - - - - - - - - - - - - -

    Powers:
    - On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If one of the examined cards had the Undead trait, you may encounter it (☐ and you may ignore any power on that card that happens when encountered).
    - You may discard (☐ or recharge) a spell or a blessing to reduce damage dealt to you by 3 (■ 5).
    - Add 1d8 to your check against a card that has the Undead trait.

    - - - - - - - - - - - - - -
    Recharge: Viper Strike
    Examined: Shadow; Proxy A3 (Carrion Golem)
    Ending Location: #1 Crypt


    Out of Turn Updates: None.
    Turn - Hour: The Rabbit Prince
    Hour Rules: When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
    SOT: Display Chain Shirt.
    Give Card: None.
    Move: None.
    Location Powers: At This Location: Damage you suffer is increased by 1.
    Explore: The Unicorn CHARISMA 5: 1d6 ⇒ 1 Fail
    Discard Teamster to explore again, encounter Star Knife MELEE 6: 1d10 + 3 ⇒ (1) + 3 = 4Fail

    Character Powers: None.
    Valeros ends their turn.
    Valeros attempts to recover all cards in their Recovery pile.
    Valeros resets their hand.
    Summary
    Acquired: None.
    Banished: The Unicorn and Star Knife.
    Examined: None.
    Random Card(s) Used: None.
    Displayed: Chain Shirt.
    Other Player(s) Resources Used:
    None.
    Actions needed by other Player(s): None.

    (Optional) Current Location: Oubliette
    Leave notes here for your team - Support/Movement/Other:
    Blessings are available for use.
    Move me to whatever is open if my location closes.
    Hi I'm Valeros! Please bot me if I need to Guard my location!

    Valeros wrote:

    Hand: Elixir of Healing, Half-Plate, Cruel Longsword, Guide, The Crows,

    Displayed: Chain Shirt,
    Deck: 10 Discard: 1 Buried: 0
    Hero Points: 0
    "NOTES:
    Available Support: Blessings are available for use.
    Movement: Move me to whatever is open if my location closes.
    Other: Hi I'm Valeros! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Horse, Bastion Boots, Longbow, Longsword, Prayer, Throwing Axe, Covering Heavy Shield, Benefaction, Antiplague
    Recharged:
    Discard Pile: Teamster,
    Buried Pile:
    "
    Skills and Powers:

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

    Favored Card: sword weapon
    Hand Size: 4 ☑ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Armor, Weapon
    POWERS:
    On a local combat (□ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (□ 1d6).
    At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
    You may avenge by discarding (□ or recharging) a card.


    TColMaster Mother Myrtle Alc/Arc/Support

    Out of Turn Updates: None

    Turn - Hour: Orison
    Hour Rules: None
    SOT: Armored Coat
    Give Card: None
    Move: Crypt -> Graveyard
    Location Powers: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    Explore: Acid-Spraying Skull

    Dex: 2d4 ⇒ (2, 2) = 4
    DEFEATED

    Discard SNAKE to explore

    Acid Arrow, Snake Bonus
    Giant Fly Combat 10: 1d12 + 3d4 + 1 ⇒ (6) + (1, 4, 2) + 1 = 14
    DEFEATED

    MM ends their turn.
    MM attempts to recover all cards in their Recovery pile.
    Acid Arrow Arcane 6: 1d12 + 1 ⇒ (10) + 1 = 11
    MM resets their hand.

    [u]Summary[/u]
    Acquired: None
    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: Acadame Student, Incitation, Noxious Bomb, Cat, Elizir of Healing, The Demons Lantern,

    Displayed: Armored Coat,
    Deck: 10 Discard: 1 Buried: 0
    "Hero Points: 0
    XP: 3"
    "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!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Orison, Deflect, Blast Stone, Wand of Acid Burst, Acid Flask, Immolate, Sage
    Recharged: Acid Arrow,
    Discard Pile: Snake,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Con+1
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Int +2
    Wisdom d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Craft: Wis +2
    Survival: Wis +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3

    Favored Card: Spells
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    You may use your Wisdom skill ([ ] +1d4) for your Arcane ([X] or Divine) check
    When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's level. If you succeed, recharge it (▢ or shuffle it into your deck); if you fail, discard it.


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

    Location for Fly: 1d6 ⇒ 1 Fly buzzes off to Crypt
    Just a reminder that you can always roll on most things to see how it impacts the board, especially if it helps with keeping the game moving along.

    During This Adventure:

  • The Harrow suit is Keys.
  • Add 1d4 to Dexterity non-combat checks.
  • When you play your harrow, you may draw a card and you may give a card to another player.

    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:

  • When you would corner and defeat Vreeg or banish the Carrion Golem or banish, encounter, or examine a Proxy B, display it next to the scenario.
  • You win only when all 3 Proxy B's, the Carrion Golem, and Vreeg are displayed next to the scenario.

    Additional Rules: THREAT LIST:
    Danger: Ancient Skeleton, Zombie Minions
    Villain: Vreeg
    Closing Henchmen: Carrion Golem (Ghaeken), Cabbagehead, Derros - Proxy A
    Bonus Cards: Body Parts (3) - Proxy B, Random Blessings (4)

    Scenario Level (#): 1

    Turn: 4, Kess/MatsuKurisu

    Random Cards:

    Monsters
    Spoiler:
    Yeth Hound
    Core
    Monster 1
    Traits:
    Animal
    Outsider
    To Defeat:
    Combat 10
    Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
    If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.

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

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

    Spoiler:
    Termite Swarm
    Core
    Monster 1
    Traits:
    Swarm
    Vermin
    Trigger
    To Defeat:
    Combat 10
    OR Constitution
    Fortitude 6
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.

    Spoiler:
    Swamp Ooze
    Core
    Monster 1
    Traits:
    Acid
    Ooze
    To Defeat:
    Combat 9
    Immune to Cold, Fire, Mental, and Poison.
    After acting, each local character either recharges an armor or suffers 1 Acid damage.

    Barriers
    Spoiler:
    Tangle of Debris
    CotCT
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 5
    OR Survival 7
    If undefeated, roll 1d4 twice and suffer the corresponding scourges:
    1. Entangled 3. Poisoned 2. Exhausted 4. Wounded

    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:
    Acid-spraying Skull
    CotCT
    Barrier 1
    Traits:
    Acid
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Perception 4
    If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.

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

    Spoiler:
    Door Spike
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Wisdom
    Disable
    Perception 8
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.

    Weapons
    Spoiler:
    Kukri
    CotCT
    Weapon 0
    Traits:
    Finesse
    Knife
    Melee
    Slashing
    To Acquire:
    Strength
    Acrobatics
    Melee 4
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally recharge to add another 1d4.

    Spoiler:
    Dagger
    Core
    Weapon 0
    Traits:
    Finesse
    Knife
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 3
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

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

    Spoiler:
    Starknife
    Core
    Weapon 0
    Traits:
    Finesse
    Knife
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 6
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Longspear
    Core
    Weapon 0
    Traits:
    2-Handed
    Melee
    Piercing
    Spear
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.

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

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


    Spoiler:
    Fire Bolt
    Core
    Spell 1
    Traits:
    Arcane
    Magic
    Attack
    Fire
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

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

    Spoiler:
    Life Drain
    Core
    Spell 1
    Traits:
    Arcane
    Attack
    Divine
    Healing
    Magic
    To Acquire:
    Intelligence
    Arcane 7
    OR Wisdom
    Divine 9
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead.

    Spoiler:
    Commune
    Core
    Spell 1
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Banish to draw a new blessing.
    DURING RECOVERY
    If proficient, you may bury this card.

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

    Spoiler:
    Quilted Cloth Armor
    CotCT
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 3
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 1.
    * When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Klar
    CotCT
    Armor 0
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude
    Melee
    Survival 5
    When you suffer Combat damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Studded Leather Armor
    CotCT
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 4
    Display. While displayed:
    * When you discard cards as Combat damage, you may reload 1 of those cards.
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.

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

    Items
    Spoiler:
    Sacred Candle
    Core
    Item 1
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Divine 10
    Bury to draw the hour. You may not play this during an encounter.

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

    Spoiler:
    Noxious Bomb
    Core
    Item 0
    Traits:
    Alchemical
    Attack
    Liquid
    Poison
    To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

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

    Spoiler:
    Crowbar
    Core
    Item 0
    Traits:
    Tool
    To Acquire:
    Strength
    Melee 3
    On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.

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

    Spoiler:
    Dog
    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 3
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may ignore powers that happen before acting.

    Spoiler:
    Korvosan Guard
    CotCT
    Ally 0
    Traits:
    Human
    Perception
    To Acquire:
    Charisma
    Diplomacy 6
    OR Melee
    Ranged 5
    When a local character suffers damage, recharge to reduce it by 1.
    Discard to explore. This exploration, when you suffer damage, reduce it by 1.

    Spoiler:
    Mouse
    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Stealth
    Survival 4
    On a local Dexterity or Stealth check, recharge to add 1d4.
    Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.

    Spoiler:
    Sage
    Core
    Ally 0
    Traits:
    Arcanist
    Human
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 4
    On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
    Discard to examine the top card of your location, then shuffle the location, then you may explore.

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

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

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

    Spoiler:
    The 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.

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

    Current Hour:

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

    Hours Remaining: 26

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/morph147:
    Spoiler:
    Hourglass Card 1 Zetha/morph147
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 2 Estra/Wafflebone:
    Spoiler:
    Hourglass Card 2 Estra/Wafflebone
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 3 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 3 Valeros/JercDewor
    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 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.
    Hourglass Card 5 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 5 Kess/MatsuKurisu
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 6 Zetha/morph147:
    Spoiler:
    Hourglass Card 6 Zetha/morph147
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 7 Estra/Wafflebone:
    Spoiler:
    Hourglass Card 7 Estra/Wafflebone
    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.
    Hourglass Card 8 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 8 Valeros/JercDewor
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 9 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 9 MotherMyrtle/TColMaster
    Gozreh's Growth
    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: On your check against an Animal or Elemental card, add 1d4.
    To Acquire:
    Wisdom
    Divine
    Survival 4+#
    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
    Hourglass Card 10 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 10 Kess/MatsuKurisu
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 11 Zetha/morph147:
    Spoiler:
    Hourglass Card 11 Zetha/morph147
    Gozreh's Growth
    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: On your check against an Animal or Elemental card, add 1d4.
    To Acquire:
    Wisdom
    Divine
    Survival 4+#
    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
    Hourglass Card 12 Estra/Wafflebone:
    Spoiler:
    Hourglass Card 12 Estra/Wafflebone
    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 13 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 13 Valeros/JercDewor
    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 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 14 MotherMyrtle/TColMaster
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.
    Hourglass Card 15 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 15 Kess/MatsuKurisu
    The Twin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, the first item or ally played is played freely.
    To Acquire:
    Charisma
    Stealth 4+#
    When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
    Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
    Hourglass Card 16 Zetha/morph147:
    Spoiler:
    Hourglass Card 16 Zetha/morph147
    The Cricket
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When a character moves on their turn, each other local character may move with them.
    To Acquire:
    Dexterity
    Ranged 4+#
    On any check, discard to bless.
    On another character's Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.
    Hourglass Card 17 Estra/Wafflebone:
    Spoiler:
    Hourglass Card 17 Estra/Wafflebone
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 18 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 18 Valeros/JercDewor
    The Owl
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Survival check is blessed.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
    Hourglass Card 19 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 19 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 20 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 20 Kess/MatsuKurisu
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Hourglass Card 21 Zetha/morph147:
    Spoiler:
    Hourglass Card 21 Zetha/morph147
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 22 Estra/Wafflebone:
    Spoiler:
    Hourglass Card 22 Estra/Wafflebone
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 23 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 23 Valeros/JercDewor
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card.
    To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Hourglass Card 24 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 24 MotherMyrtle/TColMaster
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Hourglass Card 25 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 25 Kess/MatsuKurisu
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
    Hourglass Card 26 Zetha/morph147:
    Spoiler:
    Hourglass Card 26 Zetha/morph147
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Location #1: 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: 5 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: Zetha/morph147, Estra/Wafflebone, Shadow, Derros, Fly

    Crypt Card 1:
    Henchman Proxy B2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Crypt Card 2:
    Shadow
    CotCT
    Monster 1
    Traits:
    Shadow
    Undead
    To Defeat:
    Combat 13
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, you must first choose blessings.
    Crypt Card 3:
    Giant Fly
    Core
    Monster 1
    Traits:
    Vermin
    To Defeat:
    Combat 10
    If undefeated, bury a random card from your discards.
    After acting, shuffle this monster into a random other location.
    Crypt Card 4:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.
    Crypt Card 5:
    Plaguebearer
    CotCT
    Monster 1
    Traits:
    Aberration
    Disease
    To Defeat:
    Combat 15
    When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
    If undefeated, suffer the scourge Plagued.
    Crypt Card 6:
    Allip
    Core
    Monster 1
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    OR Divine 8
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Dazed.
    Crypt Card 7:
    Mirror Image
    Core
    Spell 1
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    Display. While displayed:
    * When you suffer damage, roll 1d4.
    On any result other than 1, reduce the damage to 0.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
    Crypt Card 8:
    Wolf Pack
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    OR Survival 6
    Before acting, a local character summons and encounters this monster.
    If the check to defeat has the Attack or Ranged trait, you may reroll.
    Crypt Card 9:
    Acid Arrow
    Core
    Spell 0
    Traits:
    Acid
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    For your combat check, banish to use Arcane + 2d4.
    On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
    Crypt Card 10:
    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.
    Crypt Card 11:
    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.
    Crypt Card 12:
    Wounded Wanderer
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Wisdom
    Craft
    Divine
    Survival 8
    You may bury a Healing boon to defeat this barrier.
    If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.

    Location #2: Dungeons
    Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here: None
    Dungeons Card 1:
    Elixir of Love
    CotCT
    Item 0
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    On your Diplomacy check to acquire an ally, banish to add 2d10.
    On your Diplomacy check against a bane, banish to add 1d10.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 8 check to recharge this card.

    Dungeons Card 2:
    Crocodile
    Core
    Monster 1
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 11
    Vulnerable to Cold.
    Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
    Dungeons Card 3:
    Henchman Proxy B1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Dungeons Card 4:
    Bound Imp
    CotCT
    Ally 1
    Traits:
    Devil
    Outsider
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    While this card is in your hand or when you play it, treat it as either a monster or an ally.
    Recharge to draw a card.
    Banish to draw 2 cards.

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

    Dungeons Card 5:
    Strangler
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 10
    Cannot be evaded.
    Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
    Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.
    Dungeons Card 6:
    Mountebank
    CotCT
    Barrier 0
    Traits:
    Task
    To Defeat:
    Wisdom
    Diplomacy
    Stealth 6
    If undefeated, bury the top card of your deck.
    Dungeons Card 7:
    Quarterstaff
    Core
    Weapon 0
    Traits:
    2-Handed
    Bludgeoning
    Melee
    Staff
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
    Discard to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Dungeons Card 8:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Dungeons Card 9:
    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.
    Dungeons Card 10:
    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.
    Dungeons Card 11:
    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.

    Location #3: 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 ?: 2
    Located/Displayed Here: None
    Ruin Card 1:
    Cutpurse Gang
    CotCT
    Barrier 0
    Traits:
    Obstacle
    To Defeat:
    Wisdom
    Perception
    Stealth 5
    Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
    If undefeated, each local character buries a card from their discards.
    Ruin Card 2:
    Immolate
    CotCT
    Spell 0
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    For your combat check, banish to use Arcane or Divine + 2d4.
    On a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Ruin Card 3:
    The Uprising
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: Your non-combat check against a bane is blessed.
    To Acquire:
    Strength
    Diplomacy 4+#
    On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
    Discard to explore.
    Ruin Card 4:
    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.
    Ruin Card 5:
    Cruel Longsword
    CotCT
    Weapon 1
    Traits:
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.
    Ruin Card 6:
    Armor of Insults
    Core
    Armor 1
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 8
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    * To avenge, you may discard a card.
    Ruin Card 7:
    Bloodbug
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.
    Ruin Card 8:
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.
    Ruin Card 9:
    War Drum
    CotCT
    Item 0
    Traits:
    Instrument
    To Acquire:
    Constitution
    Charisma 4
    On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
    When you defeat a monster, recharge to heal a weapon.
    Ruin Card 10:
    Ratling
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 9
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.
    Ruin Card 11:
    Ill Tidings
    CotCT
    Barrier 1
    Traits:
    Curse
    To Defeat:
    None 0
    This encounter, blessings cannot be played.
    Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.

    Location #4: Ossuary
    Sacred
    Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M: 3 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None
    Ossuary Card 1:
    Archer's Kite Shield
    CotCT
    Armor 1
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 5
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    Ossuary Card 2:
    Aid
    Core
    Spell 0
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 6
    On any check, freely banish to add 1d4+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
    Ossuary Card 3:
    Sczarni Thief
    CotCT
    Monster 1
    Traits:
    Human
    Rogue
    To Defeat:
    Combat 9+##
    OR Stealth 5+#
    Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
    If undefeated, bury either a random item from your discards or the top card of your deck.
    Ossuary Card 4:
    Concealed Hatch
    CotCT
    Barrier 1
    Traits:
    Lock
    To Defeat:
    Strength 5
    OR Disable 3
    Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
    If undefeated, reload this barrier into its location.
    Ossuary Card 5:
    Seeking Shortbow
    Core
    Weapon 1
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged
    Stealth 11
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Ossuary 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.
    Ossuary Card 7:
    Caltrops
    Core
    Item 0
    Traits:
    Object
    To Acquire:
    Dexterity
    Disable 4
    When a local character encounters a monster, discard; they evade it.
    Ossuary Card 8:
    Scythe
    CotCT
    Weapon 0
    Traits:
    2-Handed
    Melee
    Scythe
    Slashing
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Ossuary Card 9:
    Rat Swarm
    Core
    Monster 0
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 9
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Ossuary Card 10:
    Traitor
    CotCT
    Monster 1
    Traits:
    Human
    Spy
    To Defeat:
    Combat 9+##
    Before acting, discard a random ally; the difficulty is increased by its level.
    Ossuary Card 11:
    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 #5: Graveyard
    Sacred
    Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: MotherMyrtle/TColMaster, None
    Graveyard Card 1:
    Azer
    Core
    Monster 1
    Traits:
    Elemental
    Fire
    Outsider
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Fire. Vulnerable to Cold.
    After acting, suffer 1d4-1 Fire damage.
    Graveyard Card 2:
    Half-plate
    Core
    Armor 0
    Traits:
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    Graveyard Card 3:
    Mace
    Core
    Weapon 0
    Traits:
    Mace
    Melee
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
    Graveyard Card 4:
    Dire Rat
    CotCT
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 9
    OR Survival 6
    After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
    If undefeated, suffer the scourge Plagued.
    Graveyard Card 5:
    Necrophidian
    CotCT
    Monster 1
    Traits:
    Construct
    To Defeat:
    Combat 12
    Immune to Mental and Poison.
    Vulnerable to Bludgeoning.
    If undefeated, suffer the scourge Dazed.
    Graveyard Card 6:
    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.
    Graveyard Card 7:
    Haughty Nobles
    Core
    Barrier 1
    Traits:
    Cache
    Task
    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.
    Graveyard Card 8:
    Magic Leather Armor
    Core
    Armor 1
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 6
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    Graveyard Card 9:
    Verik Vancaskerkin
    CotCT
    Story Bane 1
    Type: Monster
    Traits:
    Fighter
    Human
    To Defeat:
    Combat 16
    OR Charisma
    Diplomacy 11
    Before acting, suffer 1d4 Ranged Combat damage.

    Location #6: Pits
    Underground
    Wild
    At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
    When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
    When Permanently Closed: You may shuffle your deck.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: None
    Pits Card 1:
    Spiked Breastplate
    Core
    Armor 0
    Traits:
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 6
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
    Pits Card 2:
    Spyglass
    Core
    Item 0
    Traits:
    Object
    To Acquire:
    Wisdom
    Perception 6
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.
    Pits Card 3:
    Spiked Volley
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable 9
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
    Pits Card 4:
    Cabbagehead
    CotCT
    Story Bane 1
    Type: Monster
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    Resistant to Melee and Ranged.
    Vulnerable to Mental.
    Before acting, each local character suffers 1 Combat damage.
    Pits Card 5:
    Deflect
    Core
    Spell 0
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 4
    When a local character suffers Combat damage, freely banish to reduce it by 4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
    Pits Card 6:
    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.
    Pits Card 7:
    Bolas
    CotCT
    Weapon 0
    Traits:
    Chain
    Ranged
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal to use Dexterity or Ranged + 1d4; you may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
    If proficient, discard to evade a monster you encounter.
    Pits Card 8:
    Razor Snare
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Survival 6
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
    Pits Card 9:
    Teamster
    Core
    Ally 0
    Traits:
    Hireling
    Human
    To Acquire:
    Strength
    Charisma
    Diplomacy 5
    Recharge to draw a card or recharge a card.
    Discard to explore. This exploration, a local character may avenge by reloading a card.
    Pits Card 10:
    Gem of Physical Prowess
    Core
    Item 1
    Traits:
    Magic
    Object
    To Acquire:
    Strength
    Dexterity
    Constitution 11
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
    Pits Card 11:
    Boggart
    Core
    Monster 1
    Traits:
    Fey
    To Defeat:
    Knowledge
    Perception 4
    THEN Combat 10
    If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.

    Location #7: Oubliette
    Underground
    At This Location: Damage you suffer is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 5+# check.
    When Permanently Closed: You may heal an ally.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Kess/MatsuKurisu, Valeros/JercDewor, None
    Oubliette Card 1:
    Acolyte
    Core
    Ally 0
    Traits:
    Cleric
    Human
    To Acquire:
    Charisma
    Diplomacy
    Divine 4
    On a local Wisdom or Divine check, recharge to add 1d4.
    Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.
    Oubliette Card 2:
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.
    Oubliette Card 3:
    Longsword
    Core
    Weapon 0
    Traits:
    Melee
    Sword
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.
    Oubliette Card 4:
    Dissident Guard
    CotCT
    Barrier 1
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 6
    If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
    If defeated, draw a new ally.
    Oubliette Card 5:
    Spider Swarm
    CotCT
    Monster 1
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 10
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    If undefeated, suffer the scourge Poisoned.
    Oubliette Card 6:
    Boggard
    CotCT
    Monster 1
    Traits:
    Aquatic
    Boggard
    To Defeat:
    Combat 10
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.
    Oubliette Card 7:
    Carrion Golem
    CotCT
    Story Bane 1
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 14
    Immune to Attack, Mental, and Poison.
    Before acting, discard the top card of your deck.
    If undefeated, suffer the scourge Plagued.
    Oubliette Card 8:
    Lost Local
    Core
    Barrier 0
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 5
    OR Survival 7
    If undefeated, suffer the scourge Dazed and end your turn.
    Oubliette Card 9:
    Hell Hound
    CotCT
    Monster 1
    Traits:
    Outsider
    To Defeat:
    Combat 10
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.

    Location #8: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 3
    Located/Displayed Here: None
    Base Card 1:
    Vencarlo Orisini
    CotCT
    Supporter 1
    Traits:
    Expert
    Human
    Display. While displayed:
    * On any combat check, after the roll, you may bury to add 1d6.
    * ? On any combat check, you may bury to reroll.
    Base Card 2:
    Amin Jalento
    CotCT
    Supporter 1
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * On any check to acquire, you may bury to add 1d6.
    * ? You may bury to draw 2 new items, then banish 1 of them.
    Base Card 3:
    Cressida Kroft
    CotCT
    Supporter 0
    Traits:
    Human
    Soldier
    Display. While displayed:
    * You may bury to draw a new weapon or armor.
    * ? You may bury to draw a new Attack spell or Healing spell.
    It breaks my heart to see Korvosa tear itself apart.
    Heroes of your caliber are exactly what we need now.

    Location #9: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1:
    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.
    Cards Not In the Box Card 2:
    The Dance
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, discard to bless twice.
    Discard to explore.
    Cards Not In the Box Card 3:
    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.
    Cards Not In the Box Card 4:
    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.

  • Vigilant Seal

    Deck handler link

    Out of Turn Updates

    Turn order: Kess/MatsuKurisu, Zetha/morph147, Estra/Wafflebone, Valeros/JercDe'wor, Mother Myrtle/TColMaster,

    Blessing = #4 Kess/Matsu Kurisu: Iomedae's Justice
    When this is the hour: On your check against an Outsider card, add 1d4.

    Start of Turn

    At: #7: Oubliette
    Give: No
    Move: No
    At This Location: Damage you suffer is increased by 1

    Free explore = 1: Acolyte, Ally 0: Diplomacy 4

    Spoiler:
    Traits:
    Cleric
    Human
    To Acquire:
    Charisma
    Diplomacy
    Divine 4
    On a local Wisdom or Divine check, recharge to add 1d4.
    Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.

    Diplomacy 1d8+1, Reveal Iron Knuckles +1d4
    Diplomacy 4: 1d8 + 1 + 1d4 ⇒ (1) + 1 + (1) = 3 - Banished

    Discard Guide (Core) explore, +1d6 on checks to close =
    2: The Demon's Lantern, Blessing 1: Dexterity 5(4+1)

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

    Dexterity 1d6, Harrow +1d4, Discard Blessing of the Green Faith (2) +1d6
    Dexterity 5: 1d6 + 1d4 + 1d6 ⇒ (1) + (2) + (1) = 4- Banished

    Kess ends her turn.

    Kess attempts to recover all cards in her Recovery pile.

    Kess resets her hand.
    Draw up Fire Gecko

    Summary
    Location = #7: Oubliette
    Acquired =
    Banished = 1: Acolyte, 2: The Demon's Lantern
    Examined =

    Moved Cards =

    From Box =
    Displayed =
    Give =

    Used =

    Other =
    "

    Kess wrote:

    Hand: Crocodile Skin Madu, Iron Knuckles, Crowbar, hw The Dance, Fire Gecko,

    Displayed:
    Deck: 10 Discard: 2 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Distant: The Dance: Bless*2 only on others checks. PLEASE USE FIRST IF YOU NEED SUPPORT
    Local:
    Other: Other: On Close, Move to Base

    Skills and Powers:
    SKILLS

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

    Favored Card: Ally
    Hand Size: 5 ☐ 6 ☐ 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).

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    Zetha's Deck Handler

    Hour is Benefaction
    Hour power is None

    Start of turn
    Zetha draws 2 random monsters from box. Draw Yeth Hound and Accursed Priest

    Move
    Zetha recognizes she cant beat a shadow and doesnt want to risk wasting turns fighting it so Zetha moves to Graveyard.

    First encounter
    Encounter Graveyard Card 1: Azer. Banish Accursed Priest to use stealth plus adventure number and add cold and melee traits. Azer vulnerable to cold so add 4. recharge the peacock to add a die to the check.
    Combat 11+2: 1d10 + 4 + 1 + 4 + 1d10 ⇒ (1) + 4 + 1 + 4 + (6) = 16 Success. Banish Azer.

    Since harrow was played, draw a card. AYA take Fire damage : 1d4 - 1 ⇒ (4) - 1 = 3. Banish Yeth Hound to reduce the amount of damage Zetha will take by 3.

    End of turn
    play summon steed to move to the Pits. Easy location for Zetha to guard at the moment if needed

    Recover summon steed Arcane 5: 1d10 + 2 ⇒ (6) + 2 = 8 Recharge

    Reset hand end turn.
    "

    Zetha wrote:

    Hand: Black Spot, Sage's Journal (Core), Troubadour (Core), Apprentice, Blessing of the Gods (1), Blessing of the Gods (3),

    Displayed: Ahtez,
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: ask for blessings except againist henchmen/villian
    Movement: Move me to the Dungeons and then Ruin if location closes
    Other: My goal this scenario is to find spells. I will be moving and attacking locations with them.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bound Magma Spirit, Blessing of the Gods (2), Detect Magic (Core), Blessing of Pharasma, Stalking Armor, Researcher, Eloquence, Enchanted Fang, Staff of Minor Healing (Core)
    Recharged: The Peacock, Summon Steed,
    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
    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) 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 (☐ or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier).

    "

    Upkeep
    Final Location = Pits
    Acquired =
    Banished = Graveyard Card #1, Random Monsters #1,#2
    Examined =

    Moved Cards =

    From Box = Random Monster #1, #2
    Displayed =
    Give =

    Used =

    Other =


    Human | Deck Handler | Nature / Divine (2372365-1003)
    __Start of Turn__ wrote:

    Out of Turn Updates: None

    Hour: Gorum's Iron; Hour Rules: On your non-Attack combat check, add 1.
    Starting Location: #1 Crypt

    Give Player (None): None

    Move: #1 Crypt => #3 Ruin
    Display: None

    Location: #3 Ruin
    - Powers: When a monster is undefeated, shuffle a new monster into the location.

    Explore (Free): #3 Ruin
    - Encounter: Cutpurse Gang: Obstacle (Wisdom/Perception/Stealth 5)
    - BYA: No one
    - Recharge: Irori's Mastery
    Wisdom 5: 1d12 + 1 + 1d12 ⇒ (3) + 1 + (10) = 14 - Success

    Discard: Bat
    Explore: #3 Ruin
    - Encounter: Immolate: Arcane/Attack/Divine/Fire/Magic (Intelligence/Wisdom/Arcane/Divine 5)
    Divine 5: 1d12 + 1 + 2 ⇒ (9) + 1 + 2 = 12 - Success

    End of Turn

    Recovery: None
    Reset: Draw 1; Discard 0; Complete

    __Estra__Summary__ wrote:

    Hand: Immolate, Burst Bonds, Balmberry, Honaire, The Locksmith,

    Displayed:
    Deck: 12 Discard: 1 Buried: 0
    Hero Points: 0

    Skills and Powers:
    Skills:
    Strength: d4 ☐ +1 ☐ +2
    Dexterity: d4 ☐ +1
    Constitution: d4 ☐ +1 ☐ +2
    Intelligence: d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom: d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Divine: Wisdom +2
    - Knowledge: Wisdom +2
    Charisma: d10 ☐ +1 ☐ +2 ☐ +3
    - Diplomacy: Charisma +1

    Favored Card: Loot Ally Honaire
    Hand Size: 5 ☐ 6
    - - - - - - - - - - - - - -

    Proficiency:
    - Light Armor
    - Divine
    - - - - - - - - - - - - - -

    Powers:
    - On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If one of the examined cards had the Undead trait, you may encounter it (☐ and you may ignore any power on that card that happens when encountered).
    - You may discard (☐ or recharge) a spell or a blessing to reduce damage dealt to you by 3 (■ 5).
    - Add 1d8 to your check against a card that has the Undead trait.

    - - - - - - - - - - - - - -
    Acquired: Immolate
    Banished: Cutpurse Gang
    Discarded: Bat
    Recharged: Irori's Mastery
    Ending Location: #3 Ruin


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

    During This Adventure:

  • The Harrow suit is Keys.
  • Add 1d4 to Dexterity non-combat checks.
  • When you play your harrow, you may draw a card and you may give a card to another player.

    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:

  • When you would corner and defeat Vreeg or banish the Carrion Golem or banish, encounter, or examine a Proxy B, display it next to the scenario.
  • You win only when all 3 Proxy B's, the Carrion Golem, and Vreeg are displayed next to the scenario.

    Additional Rules: THREAT LIST:
    Danger: Ancient Skeleton, Zombie Minions
    Villain: Vreeg
    Closing Henchmen: Carrion Golem (Ghaeken), Cabbagehead, Derros - Proxy A
    Bonus Cards: Body Parts (3) - Proxy B, Random Blessings (4)

    Scenario Level (#): 1

    Turn: 7, Valeros/JercDewor

    Random Cards:

    Monsters
    Spoiler:
    Cave Lizard
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 13
    OR Perception 6
    If proficient with armors, add 1d6 to the combat check.
    Damage is increased by 1d4.

    Spoiler:
    Goblin Troublemaker
    Core
    Monster 0
    Traits:
    Goblin
    To Defeat:
    Combat 9
    Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
    1. Suffer 1d4-1 Ranged Combat damage.
    2. Suffer 1 Fire damage.
    3. Suffer the scourge Poisoned.
    4. Recharge a card.

    Spoiler:
    Guard Dog
    CotCT
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 9
    OR Charisma
    Survival 6
    Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.

    Spoiler:
    Reefclaw
    CotCT
    Monster 1
    Traits:
    Aberration
    Aquatic
    To Defeat:
    Combat 11
    If this monster would be defeated, reroll.

    Spoiler:
    Attic Whisperer
    Core
    Monster 1
    Traits:
    Mental
    Undead
    To Defeat:
    Combat 13
    Immune to Mental and Poison.
    All damage is Mental damage that may not be reduced.
    Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
    While acting, distant characters may not play cards.

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

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

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

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

    Spoiler:
    Burning Tar
    Core
    Barrier 0
    Traits:
    Fire
    Obstacle
    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:
    Sling
    Core
    Weapon 0
    Traits:
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal to use Dexterity or Ranged + 1d4.
    On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Longbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d8.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Kukri
    CotCT
    Weapon 0
    Traits:
    Finesse
    Knife
    Melee
    Slashing
    To Acquire:
    Strength
    Acrobatics
    Melee 4
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally recharge to add another 1d4.

    Spoiler:
    Throwing Axe
    Core
    Weapon 0
    Traits:
    Axe
    Melee
    Ranged
    Slashing
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 6
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
    If proficient, on a local combat check, freely discard to add 1d6.
    You may use this power even if you have previously revealed this card on this check.

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

    Spells
    Spoiler:
    Detect Evil
    Core
    Spell 0
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 6
    Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

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

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

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


    Spoiler:
    Fiery Glare
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane 5
    OR Wisdom
    Divine 7
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    When you encounter a boon during your exploration, banish this spell to banish the boon and explore.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 7 or Divine 9 check to recharge it instead.

    Spoiler:
    Viper Strike
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Divine
    Magic
    Poison
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Armors
    Spoiler:
    Chain Shirt
    Core
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 4
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.

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

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

    Spoiler:
    Helm
    Core
    Armor 0
    Traits:
    Heavy Armor
    Helm
    To Acquire:
    Constitution
    Fortitude 4
    When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
    After playing this armor, you may not play a Helm boon this encounter.

    Spoiler:
    Chain Mail
    Core
    Armor 0
    Traits:
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 5
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

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

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


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

    Spoiler:
    Antiplague
    CotCT
    Item 0
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 5
    Display next to a local character.
    While displayed:
    * On this character's checks against Disease or Poison cards, add 1d8.
    * You may banish to remove the scourge Plagued or Poisoned from this character.
    * At the end of the scenario, banish.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.


    Spoiler:
    Balmberry
    Core
    Item 0
    Traits:
    Alchemical
    Plant
    To Acquire:
    Wisdom
    Divine
    Survival 6
    On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    You may succeed at a Divine or Survival 8 check to recharge this card.

    Spoiler:
    Bracers of Protection
    Core
    Item 0
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Arcane 5
    When you suffer Combat damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 1.

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

    Spoiler:
    Frog
    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Fortitude
    Survival 4
    When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
    Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.

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

    Spoiler:
    Cat
    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Arcane
    Survival 5
    On a local check against a spell, recharge to add 1d4.
    Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.

    Spoiler:
    Standard Bearer
    Core
    Ally 1
    Traits:
    Human
    Soldier
    To Acquire:
    Charisma
    Diplomacy
    Melee 6
    On a local Strength or Constitution check, recharge to add 1d4.
    Discard to explore. This exploration, on your checks against story banes, add 1d4.

    Blessings
    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.

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

    Spoiler:
    The Unicorn
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: Your check to acquire is blessed.
    To Acquire:
    Charisma
    Disable 4+#
    On any check, discard to bless.
    On another character's check, discard to give them a boon.
    Discard to explore. Before acting, you may give a boon to a local character.

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

    Hour Power: 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: 23

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 1 MotherMyrtle/TColMaster
    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.
    Hourglass Card 2 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 2 Kess/MatsuKurisu
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 3 Zetha/morph147:
    Spoiler:
    Hourglass Card 3 Zetha/morph147
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 4 Estra/Wafflebone:
    Spoiler:
    Hourglass Card 4 Estra/Wafflebone
    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.
    Hourglass Card 5 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 5 Valeros/JercDewor
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 6 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 6 MotherMyrtle/TColMaster
    Gozreh's Growth
    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: On your check against an Animal or Elemental card, add 1d4.
    To Acquire:
    Wisdom
    Divine
    Survival 4+#
    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
    Hourglass Card 7 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 7 Kess/MatsuKurisu
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    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 Zetha/morph147:
    Spoiler:
    Hourglass Card 8 Zetha/morph147
    Gozreh's Growth
    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: On your check against an Animal or Elemental card, add 1d4.
    To Acquire:
    Wisdom
    Divine
    Survival 4+#
    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
    Hourglass Card 9 Estra/Wafflebone:
    Spoiler:
    Hourglass Card 9 Estra/Wafflebone
    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 10 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 10 Valeros/JercDewor
    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 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 11 MotherMyrtle/TColMaster
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.
    Hourglass Card 12 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 12 Kess/MatsuKurisu
    The Twin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, the first item or ally played is played freely.
    To Acquire:
    Charisma
    Stealth 4+#
    When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
    Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
    Hourglass Card 13 Zetha/morph147:
    Spoiler:
    Hourglass Card 13 Zetha/morph147
    The Cricket
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When a character moves on their turn, each other local character may move with them.
    To Acquire:
    Dexterity
    Ranged 4+#
    On any check, discard to bless.
    On another character's Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.
    Hourglass Card 14 Estra/Wafflebone:
    Spoiler:
    Hourglass Card 14 Estra/Wafflebone
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 15 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 15 Valeros/JercDewor
    The Owl
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Survival check is blessed.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
    Hourglass Card 16 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 16 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 17 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 17 Kess/MatsuKurisu
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Hourglass Card 18 Zetha/morph147:
    Spoiler:
    Hourglass Card 18 Zetha/morph147
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 19 Estra/Wafflebone:
    Spoiler:
    Hourglass Card 19 Estra/Wafflebone
    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 20 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 20 Valeros/JercDewor
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card.
    To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Hourglass Card 21 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 21 MotherMyrtle/TColMaster
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Hourglass Card 22 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 22 Kess/MatsuKurisu
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
    Hourglass Card 23 Zetha/morph147:
    Spoiler:
    Hourglass Card 23 Zetha/morph147
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Location #1: 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: 5 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: Shadow, Derros, Fly

    Crypt Card 1:
    Henchman Proxy B2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Crypt Card 2:
    Shadow
    CotCT
    Monster 1
    Traits:
    Shadow
    Undead
    To Defeat:
    Combat 13
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, you must first choose blessings.
    Crypt Card 3:
    Giant Fly
    Core
    Monster 1
    Traits:
    Vermin
    To Defeat:
    Combat 10
    If undefeated, bury a random card from your discards.
    After acting, shuffle this monster into a random other location.
    Crypt Card 4:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.
    Crypt Card 5:
    Plaguebearer
    CotCT
    Monster 1
    Traits:
    Aberration
    Disease
    To Defeat:
    Combat 15
    When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
    If undefeated, suffer the scourge Plagued.
    Crypt Card 6:
    Allip
    Core
    Monster 1
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    OR Divine 8
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Dazed.
    Crypt Card 7:
    Mirror Image
    Core
    Spell 1
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    Display. While displayed:
    * When you suffer damage, roll 1d4.
    On any result other than 1, reduce the damage to 0.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
    Crypt Card 8:
    Wolf Pack
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    OR Survival 6
    Before acting, a local character summons and encounters this monster.
    If the check to defeat has the Attack or Ranged trait, you may reroll.
    Crypt Card 9:
    Acid Arrow
    Core
    Spell 0
    Traits:
    Acid
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    For your combat check, banish to use Arcane + 2d4.
    On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
    Crypt Card 10:
    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.
    Crypt Card 11:
    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.
    Crypt Card 12:
    Wounded Wanderer
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Wisdom
    Craft
    Divine
    Survival 8
    You may bury a Healing boon to defeat this barrier.
    If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.

    Location #2: Dungeons
    Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here: None
    Dungeons Card 1:
    Elixir of Love
    CotCT
    Item 0
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    On your Diplomacy check to acquire an ally, banish to add 2d10.
    On your Diplomacy check against a bane, banish to add 1d10.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 8 check to recharge this card.

    Dungeons Card 2:
    Crocodile
    Core
    Monster 1
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 11
    Vulnerable to Cold.
    Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
    Dungeons Card 3:
    Henchman Proxy B1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Dungeons Card 4:
    Bound Imp
    CotCT
    Ally 1
    Traits:
    Devil
    Outsider
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    While this card is in your hand or when you play it, treat it as either a monster or an ally.
    Recharge to draw a card.
    Banish to draw 2 cards.

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

    Dungeons Card 5:
    Strangler
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 10
    Cannot be evaded.
    Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
    Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.
    Dungeons Card 6:
    Mountebank
    CotCT
    Barrier 0
    Traits:
    Task
    To Defeat:
    Wisdom
    Diplomacy
    Stealth 6
    If undefeated, bury the top card of your deck.
    Dungeons Card 7:
    Quarterstaff
    Core
    Weapon 0
    Traits:
    2-Handed
    Bludgeoning
    Melee
    Staff
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
    Discard to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Dungeons Card 8:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Dungeons Card 9:
    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.
    Dungeons Card 10:
    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.
    Dungeons Card 11:
    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.

    Location #3: 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: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Estra/Wafflebone, None
    Ruin Card 1:
    The Uprising
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: Your non-combat check against a bane is blessed.
    To Acquire:
    Strength
    Diplomacy 4+#
    On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
    Discard to explore.
    Ruin Card 2:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Ruin Card 3:
    Cruel Longsword
    CotCT
    Weapon 1
    Traits:
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.
    Ruin Card 4:
    Armor of Insults
    Core
    Armor 1
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 8
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    * To avenge, you may discard a card.
    Ruin Card 5:
    Bloodbug
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.
    Ruin Card 6:
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.
    Ruin Card 7:
    War Drum
    CotCT
    Item 0
    Traits:
    Instrument
    To Acquire:
    Constitution
    Charisma 4
    On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
    When you defeat a monster, recharge to heal a weapon.
    Ruin Card 8:
    Ratling
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 9
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.
    Ruin Card 9:
    Ill Tidings
    CotCT
    Barrier 1
    Traits:
    Curse
    To Defeat:
    None 0
    This encounter, blessings cannot be played.
    Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.

    Location #4: Ossuary
    Sacred
    Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M: 3 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None
    Ossuary Card 1:
    Archer's Kite Shield
    CotCT
    Armor 1
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 5
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    Ossuary Card 2:
    Aid
    Core
    Spell 0
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 6
    On any check, freely banish to add 1d4+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
    Ossuary Card 3:
    Sczarni Thief
    CotCT
    Monster 1
    Traits:
    Human
    Rogue
    To Defeat:
    Combat 9+##
    OR Stealth 5+#
    Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
    If undefeated, bury either a random item from your discards or the top card of your deck.
    Ossuary Card 4:
    Concealed Hatch
    CotCT
    Barrier 1
    Traits:
    Lock
    To Defeat:
    Strength 5
    OR Disable 3
    Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
    If undefeated, reload this barrier into its location.
    Ossuary Card 5:
    Seeking Shortbow
    Core
    Weapon 1
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged
    Stealth 11
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Ossuary 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.
    Ossuary Card 7:
    Caltrops
    Core
    Item 0
    Traits:
    Object
    To Acquire:
    Dexterity
    Disable 4
    When a local character encounters a monster, discard; they evade it.
    Ossuary Card 8:
    Scythe
    CotCT
    Weapon 0
    Traits:
    2-Handed
    Melee
    Scythe
    Slashing
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Ossuary Card 9:
    Rat Swarm
    Core
    Monster 0
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 9
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Ossuary Card 10:
    Traitor
    CotCT
    Monster 1
    Traits:
    Human
    Spy
    To Defeat:
    Combat 9+##
    Before acting, discard a random ally; the difficulty is increased by its level.
    Ossuary Card 11:
    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 #5: Graveyard
    Sacred
    Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Zetha/morph147, MotherMyrtle/TColMaster, None
    Graveyard Card 1:
    Half-plate
    Core
    Armor 0
    Traits:
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    Graveyard Card 2:
    Mace
    Core
    Weapon 0
    Traits:
    Mace
    Melee
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
    Graveyard Card 3:
    Dire Rat
    CotCT
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 9
    OR Survival 6
    After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
    If undefeated, suffer the scourge Plagued.
    Graveyard Card 4:
    Necrophidian
    CotCT
    Monster 1
    Traits:
    Construct
    To Defeat:
    Combat 12
    Immune to Mental and Poison.
    Vulnerable to Bludgeoning.
    If undefeated, suffer the scourge Dazed.
    Graveyard Card 5:
    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.
    Graveyard Card 6:
    Haughty Nobles
    Core
    Barrier 1
    Traits:
    Cache
    Task
    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.
    Graveyard Card 7:
    Magic Leather Armor
    Core
    Armor 1
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 6
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    Graveyard Card 8:
    Verik Vancaskerkin
    CotCT
    Story Bane 1
    Type: Monster
    Traits:
    Fighter
    Human
    To Defeat:
    Combat 16
    OR Charisma
    Diplomacy 11
    Before acting, suffer 1d4 Ranged Combat damage.

    Location #6: Pits
    Underground
    Wild
    At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
    When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
    When Permanently Closed: You may shuffle your deck.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: None
    Pits Card 1:
    Spiked Breastplate
    Core
    Armor 0
    Traits:
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 6
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
    Pits Card 2:
    Spyglass
    Core
    Item 0
    Traits:
    Object
    To Acquire:
    Wisdom
    Perception 6
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.
    Pits Card 3:
    Spiked Volley
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable 9
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
    Pits Card 4:
    Cabbagehead
    CotCT
    Story Bane 1
    Type: Monster
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    Resistant to Melee and Ranged.
    Vulnerable to Mental.
    Before acting, each local character suffers 1 Combat damage.
    Pits Card 5:
    Deflect
    Core
    Spell 0
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 4
    When a local character suffers Combat damage, freely banish to reduce it by 4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
    Pits Card 6:
    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.
    Pits Card 7:
    Bolas
    CotCT
    Weapon 0
    Traits:
    Chain
    Ranged
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal to use Dexterity or Ranged + 1d4; you may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
    If proficient, discard to evade a monster you encounter.
    Pits Card 8:
    Razor Snare
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Survival 6
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
    Pits Card 9:
    Teamster
    Core
    Ally 0
    Traits:
    Hireling
    Human
    To Acquire:
    Strength
    Charisma
    Diplomacy 5
    Recharge to draw a card or recharge a card.
    Discard to explore. This exploration, a local character may avenge by reloading a card.
    Pits Card 10:
    Gem of Physical Prowess
    Core
    Item 1
    Traits:
    Magic
    Object
    To Acquire:
    Strength
    Dexterity
    Constitution 11
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
    Pits Card 11:
    Boggart
    Core
    Monster 1
    Traits:
    Fey
    To Defeat:
    Knowledge
    Perception 4
    THEN Combat 10
    If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.

    Location #7: Oubliette
    Underground
    At This Location: Damage you suffer is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 5+# check.
    When Permanently Closed: You may heal an ally.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Kess/MatsuKurisu, Valeros/JercDewor, None
    Oubliette Card 1:
    Longsword
    Core
    Weapon 0
    Traits:
    Melee
    Sword
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.
    Oubliette Card 2:
    Dissident Guard
    CotCT
    Barrier 1
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 6
    If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
    If defeated, draw a new ally.
    Oubliette Card 3:
    Spider Swarm
    CotCT
    Monster 1
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 10
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    If undefeated, suffer the scourge Poisoned.
    Oubliette Card 4:
    Boggard
    CotCT
    Monster 1
    Traits:
    Aquatic
    Boggard
    To Defeat:
    Combat 10
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.
    Oubliette Card 5:
    Carrion Golem
    CotCT
    Story Bane 1
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 14
    Immune to Attack, Mental, and Poison.
    Before acting, discard the top card of your deck.
    If undefeated, suffer the scourge Plagued.
    Oubliette Card 6:
    Lost Local
    Core
    Barrier 0
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 5
    OR Survival 7
    If undefeated, suffer the scourge Dazed and end your turn.
    Oubliette Card 7:
    Hell Hound
    CotCT
    Monster 1
    Traits:
    Outsider
    To Defeat:
    Combat 10
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.

    Location #8: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 3
    Located/Displayed Here: None
    Base Card 1:
    Vencarlo Orisini
    CotCT
    Supporter 1
    Traits:
    Expert
    Human
    Display. While displayed:
    * On any combat check, after the roll, you may bury to add 1d6.
    * ? On any combat check, you may bury to reroll.
    Base Card 2:
    Amin Jalento
    CotCT
    Supporter 1
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * On any check to acquire, you may bury to add 1d6.
    * ? You may bury to draw 2 new items, then banish 1 of them.
    Base Card 3:
    Cressida Kroft
    CotCT
    Supporter 0
    Traits:
    Human
    Soldier
    Display. While displayed:
    * You may bury to draw a new weapon or armor.
    * ? You may bury to draw a new Attack spell or Healing spell.
    It breaks my heart to see Korvosa tear itself apart.
    Heroes of your caliber are exactly what we need now.

    Location #9: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1:
    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.
    Cards Not In the Box Card 2:
    The Dance
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, discard to bless twice.
    Discard to explore.
    Cards Not In the Box Card 3:
    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.
    Cards Not In the Box Card 4:
    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.


  • Out of Turn Updates: None.
    Turn - Hour: Orision
    Hour Rules: None.
    SOT: None.
    Give Card: None.
    Move: None.
    Location Powers: At This Location: Damage you suffer is increased by 1.
    Explore: Longsword MELEE 6: 1d10 + 3 ⇒ (1) + 3 = 4 Fail
    Character Powers: At the end of your turn, you may recharge a weapon or an armor from your hand or discards. Recharge Half-Plate.
    Valeros ends their turn.
    Valeros attempts to recover all cards in their Recovery pile.
    Valeros resets their hand.
    Summary
    Acquired: None.
    Banished: Longsword.
    Examined: None.
    Random Card(s) Used: None.
    Displayed: None.
    Other Player(s) Resources Used:
    None.
    Actions needed by other Player(s): None.

    (Optional) Current Location: Oubliette
    Leave notes here for your team - Support/Movement/Other:
    Blessings are available for use.
    Move me to whatever is open if my location closes.
    Hi I'm Valeros! Please bot me if I need to Guard my location!

    Valeros wrote:

    Hand: Elixir of Healing, Longsword, Cruel Longsword, Guide, The Crows,

    Displayed: Chain Shirt,
    Deck: 10 Discard: 1 Buried: 0
    Hero Points: 0
    "NOTES:
    Available Support: Blessings are available for use.
    Movement: Move me to whatever is open if my location closes.
    Other: Hi I'm Valeros! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Covering Heavy Shield, Horse, Throwing Axe, Antiplague, Benefaction, Longbow, Prayer, Bastion Boots
    Recharged: Half-Plate,
    Discard Pile: Teamster,
    Buried Pile:
    "
    Skills and Powers:

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

    Favored Card: sword weapon
    Hand Size: 4 ☑ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Armor, Weapon
    POWERS:
    On a local combat (□ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (□ 1d6).
    At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
    You may avenge by discarding (□ or recharging) a card.


    TColMaster Mother Myrtle Alc/Arc/Support

    Out of Turn Updates: None

    Turn - Hour: The Publican
    Hour Rules: When you would discard an ally, recharge it instead.
    SOT: None
    Give Card: None
    Move: XX -> YY
    Location Powers: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    Explore: Half Plate

    Fort 7: 1d8 + 1 ⇒ (2) + 1 = 3
    Fail

    Recharge (Hour Power) Academy Student to explore

    Mace STR 4: 1d4 ⇒ 1
    Fail

    Recharge (Hour Power) Cat to explore

    Dire Rat Survival 6: 1d12 + 2 ⇒ (11) + 2 = 13
    Banished
    Fort 7 After Acting: 1d8 + 1 ⇒ (8) + 1 = 9

    MM ends their turn.

    MM attempts to recover all cards in their Recovery pile.

    MM resets their hand.

    [u]Summary[/u]
    Acquired: None
    Banished: Dire Rat
    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: Sage, Incitation, Noxious Bomb, Blast Stone, Elizir of Healing, The Demons Lantern,

    Displayed: Armored Coat,
    Deck: 10 Discard: 1 Buried: 0
    "Hero Points: 0
    XP: 3"
    "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!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Orison, Acid Flask, Deflect, Wand of Acid Burst, Immolate
    Recharged: Acid Arrow, Acadame Student, Cat,
    Discard Pile: Snake,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Con+1
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Int +2
    Wisdom d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Craft: Wis +2
    Survival: Wis +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3

    Favored Card: Spells
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    You may use your Wisdom skill ([ ] +1d4) for your Arcane ([X] or Divine) check
    When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's level. If you succeed, recharge it (▢ or shuffle it into your deck); if you fail, discard it.

    Vigilant Seal

    Deck handler link

    Out of Turn Updates

    Turn order: Kess/MatsuKurisu, Zetha/morph147, Estra/Wafflebone, Valeros/JercDe'wor, Mother Myrtle/TColMaster,

    Blessing = #2 Kess/Matsu Kurisu: Prayer
    When this is the hour: No effect.

    Start of Turn

    At: #7: Oubliette
    Give: No
    Move: No
    At This Location: Damage you suffer is increased by 1

    Free explore = 2: Dissident Guard, Barrier 1: Diplomacy 6

    Spoiler:
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 6
    If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
    If defeated, draw a new ally.

    Diplomacy 1d8+1, Reveal Iron Knuckles +1d4
    Diplomacy 6: 1d8 + 1 + 1d4 ⇒ (8) + 1 + (4) = 13 - Banished
    barrier text, draw A1: Gang Enforcer, Ally 1
    Spoiler:
    Traits:
    Human
    Rogue
    To Acquire:
    Charisma
    Diplomacy
    Stealth 7
    OR Banish A Boon 0
    When examined, encounter this card.
    When you encounter this card, if you do not acquire it, bury a boon.
    On a local check to acquire, recharge to add 1d4.
    Discard to explore. This exploration, on your combat checks, add 1d4.

    Discard ac Gang Enforcer, explore +1d4 on combat =
    3: Spider Swarm, Monster 1: Combat 10

    Spoiler:
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 10
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    If undefeated, suffer the scourge Poisoned.

    Kess.Melee 1d10+3+1d12, Gang Enforcer +1d4, Reveal Iron Knuckles +1d4, Reveal Fire Gecko +1d4
    Combat 10: 1d10 + 3 + 1d12 + 1d4 + 1d4 + 1d4 ⇒ (4) + 3 + (7) + (2) + (2) + (1) = 19 - Defeated by >4. Banished
    Kess.Defeat Monster, heal: 1d3 ⇒ 2 (Blessing of the Green Faith (2))

    Kess ends her turn.

    Kess attempts to recover all cards in her Recovery pile.

    Kess resets her hand.
    Draw up Nil

    Summary
    Location = #7: Oubliette
    Acquired =
    Banished = 2: Dissident Guard, 3: Spider Swarm
    Examined =

    Moved Cards =

    From Box = A1: Gang Enforcer
    Displayed =
    Give =

    Used =

    Other =
    "

    Kess wrote:

    Hand: Crocodile Skin Madu, Iron Knuckles, Crowbar, Fire Gecko, hw The Dance,

    Displayed:
    Deck: 11 Discard: 2 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Distant: The Dance: Bless*2 only on others checks. PLEASE USE FIRST IF YOU NEED SUPPORT
    Local:
    Other: Other: On Close, Move to Base

    Skills and Powers:
    SKILLS

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

    Favored Card: Ally
    Hand Size: 5 ☐ 6 ☐ 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).

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    Zetha's Deck Handler

    Hour is Incitation
    Hour power: None

    Start of turn
    Zetha draws two random monsters from box.

    RM #1: Cave Lizard
    RM #2: Goblin Troublemaker

    Move
    Will not move, so current location is Pits

    First exploer
    Encounter Pits Card 1: Spiked Breastplate. Banish Goblin troublemaker to use stealth skill. add 1d4 from scenario.
    Stealth 6: 1d10 + 4 + 1d4 ⇒ (10) + 4 + (2) = 16 Success

    Display Spiked Breastplate in front of Zetha.

    Second explore
    Discard Troubadour to explore again. Encounter Spyglass. Banish Cave Lizard to use stealth skill. add 1d4 from scenario
    Stealth 6: 1d10 + 4 + 1d4 ⇒ (4) + 4 + (2) = 10 Success

    Play Spyglass to examine the top two cards of location. Find
    Pits Card 3: Spiked Volley
    Pits Card 4: Cabbagehead

    Return to location with Pits card 4 on top.

    Third explore
    Blessing of the Gods (3) to explore again. Encounter Cabbagehead.

    BYA take 1 combat damage, recharge spike breastplate to reduce by 1.

    Will use Altez to use stealth plus adventure deck number plus cold and melee. Cabbagehead is resistant to melee, so add 4 to his difficulty. Play black spot to reduce difficulty by #+1. Reveal Sage's Journal to add a 1d4 to check. Play blessing of the gods to add a die.
    Stealth 14+4: 1d10 + 4 + 1 + 2 + 1d4 + 1d10 ⇒ (5) + 4 + 1 + 2 + (1) + (2) = 15 Fail, to use Ahtez ability to recharge Sage's Journal to reroll 1 die. will reroll the 1d10 that was a 1.
    Stealth 14+4: 14 + 1d10 ⇒ 14 + (9) = 23 Success. Banish Cabbagehead

    To close will draw a card, and then recharge hand. Go through the rest of the location to find no other story bane. PITS CLOSEDWill move to Graveyard.

    end turn
    Zetha ends her turn.

    Zetha attempts to recover all cards in her Recovery pile.
    Black Spot: Arcane 6: 1d10 + 2 ⇒ (8) + 2 = 10 -> Black Spot recharged .

    Zetha resets her hand.
    "

    Zetha wrote:

    Hand: Eloquence, Detect Magic (Core), Enchanted Fang, Stalking Armor, Bound Magma Spirit, Blessing of the Gods (2),

    Displayed: Ahtez,
    Deck: 10 Discard: 5 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: ask for blessings except againist henchmen/villian
    Movement: Move me to the Dungeons and then Ruin if location closes
    Other: My goal this scenario is to find spells. I will be moving and attacking locations with them.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Researcher, Staff of Minor Healing (Core)
    Recharged: The Peacock, Summon Steed, Spiked Breastplate, Sage's Journal (Core), Blessing of Pharasma, Cave Lizard, Apprentice, Black Spot,
    Discard Pile: Accursed Priest, Troubadour (Core), Spyglass (Core), Blessing of the Gods (3), Blessing of the Gods (1),
    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
    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) 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 (☐ or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier).

    "

    Upkeep
    Location = Graveyard.
    Acquired =Pits #1: Spiked Breastplate, Pits #2: Spyglass
    Banished = Pits Card 4: Cabbagehead,
    Examined =
    Return to location with Pits card 4 on top.

    Moved Cards =

    From Box = RM #1: Cave Lizard, RM #2: Goblin Troublemaker
    Displayed =
    Give =

    Closed=Pits

    Used =

    Other =


    Human | Deck Handler | Nature / Divine (2372365-1003)
    __Start of Turn__ wrote:

    Out of Turn Updates: None

    Hour: The Lost; Hour Rules: When you would recharge a Magic boon, discard it instead.
    Starting Location: #3 Ruin

    Give Player (None): None

    Move: #3 Ruin => #1 Crypt
    Display: None

    Location: #1 Crypt
    - Powers: The difficulty of checks against Undead banes is increased by 3.

    Explore (Free): #1 Crypt
    - Encounter: Henchman Proxy B2: Body Parts

    End of Turn

    Recovery: None
    Reset: Draw 0; Discard 0; Complete

    __Estra__Summary__ wrote:

    Hand: Immolate, Burst Bonds, Balmberry, Honaire, The Locksmith,

    Displayed:
    Deck: 12 Discard: 1 Buried: 0
    Hero Points: 0

    Skills and Powers:
    Skills:
    Strength: d4 ☐ +1 ☐ +2
    Dexterity: d4 ☐ +1
    Constitution: d4 ☐ +1 ☐ +2
    Intelligence: d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom: d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Divine: Wisdom +2
    - Knowledge: Wisdom +2
    Charisma: d10 ☐ +1 ☐ +2 ☐ +3
    - Diplomacy: Charisma +1

    Favored Card: Loot Ally Honaire
    Hand Size: 5 ☐ 6
    - - - - - - - - - - - - - -

    Proficiency:
    - Light Armor
    - Divine
    - - - - - - - - - - - - - -

    Powers:
    - On your turn, you may recharge a spell to examine the top 2 cards of your location deck. If one of the examined cards had the Undead trait, you may encounter it (☐ and you may ignore any power on that card that happens when encountered).
    - You may discard (☐ or recharge) a spell or a blessing to reduce damage dealt to you by 3 (■ 5).
    - Add 1d8 to your check against a card that has the Undead trait.

    - - - - - - - - - - - - - -
    Encountered: Proxy B (Body Part)
    Ending Location: #1 Crypt


    Out of Turn Updates: None.
    Turn - Hour: Incitation.
    Hour Rules: None.
    SOT: None.
    Give Card: None.
    Move: None.
    Location Powers: At This Location: Damage you suffer is increased by 1.
    Explore: Boggard; reveal Cruel Longsword, recharge longsword to activate character power. COMBAT 10: 1d10 + 1d8 + 1d4 + 4 ⇒ (8) + (8) + (4) + 4 = 24 Success
    Character Powers: On a local combat check, you may reload or recharge a weapon or an armor to add 1d4; recharge longsword.
    Valeros ends their turn.
    Valeros attempts to recover all cards in their Recovery pile.
    Valeros resets their hand.
    Summary
    Acquired: None.
    Banished: Boggard.
    Examined: None.
    Random Card(s) Used: None.
    Displayed: None.
    Other Player(s) Resources Used:
    None.
    Actions needed by other Player(s): None.

    (Optional) Current Location: Oubliette
    Leave notes here for your team - Support/Movement/Other:
    Blessings are available for use.
    Move me to whatever is open if my location closes.
    Hi I'm Valeros! Please bot me if I need to Guard my location!

    Valeros wrote:

    Hand: Elixir of Healing, Covering Heavy Shield, Cruel Longsword, Guide, The Crows,

    Displayed: Chain Shirt,
    Deck: 10 Discard: 1 Buried: 0
    Hero Points: 0
    "NOTES:
    Available Support: Blessings are available for use.
    Movement: Move me to whatever is open if my location closes.
    Other: Hi I'm Valeros! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Benefaction, Horse, Bastion Boots, Prayer, Throwing Axe, Antiplague, Longbow
    Recharged: Half-Plate, Longsword,
    Discard Pile: Teamster,
    Buried Pile:
    "
    Skills and Powers:

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

    Favored Card: sword weapon
    Hand Size: 4 ☑ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Armor, Weapon
    POWERS:
    On a local combat (□ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (□ 1d6).
    At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
    You may avenge by discarding (□ or recharging) a card.


    TColMaster Mother Myrtle Alc/Arc/Support

    Card Tracking Info ignore:

    GY 4
    GY 5
    GY 6
    GY 7
    GY 8

    Out of Turn Updates: None

    Turn - Hour: Gozreh's Growth
    Hour Rules: On your check against an Animal or Elemental card, add 1d4.
    SOT: Heal Zetha (Elixir of Healing)
    Heal Zetha: 1d4 + 1 ⇒ (1) + 1 = 2
    Give Card: None
    Move: XX -> YY
    Location Powers: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    Explore: Necrophidian

    Combat 12: 1d4 ⇒ 2
    Autofail
    -Bury Armored Coat to absorb Damage
    -Discard Demon's Lantern to remove Scourge Dazed

    MM ends their turn.

    MM attempts to recover all cards in their Recovery pile.
    Elixir of Healing Craft 6: 1d12 + 2 ⇒ (8) + 2 = 10
    MM resets their hand.

    [u]Summary[/u]
    Acquired: None
    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: Sage, Incitation, Noxious Bomb, Blast Stone, Acid Flask, Wand of Acid Burst,

    Displayed:
    Deck: 9 Discard: 2 Buried: 1
    "Hero Points: 0
    XP: 3"
    "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!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Immolate, Deflect, Orison
    Recharged: Acid Arrow, Acadame Student, Cat, Elizir of Healing,
    Discard Pile: Snake, The Demons Lantern,
    Buried Pile: Armored Coat,
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Con+1
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Int +2
    Wisdom d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Craft: Wis +2
    Survival: Wis +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3

    Favored Card: Spells
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    You may use your Wisdom skill ([ ] +1d4) for your Arcane ([X] or Divine) check
    When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's level. If you succeed, recharge it (▢ or shuffle it into your deck); if you fail, discard it.

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    CotCT-5A: Army of the Dead
    Character/Handle (Paizo#) Tier.XP / Deck Upgrade / Character Feat: Choice / Loot

    1-Kess/MatsuKurisu (238767-1022) 5.1 / Ally 5 (Mountaineer)/ Card Feat (All7)/ Sklar-Quah Thundercaller & Accepted Blackjack
    2-Zetha/morph147 (343562-1005) 5.1 / Ally 5 (Pyromaniac Mage) / Card Feat (Ally) / None
    3-Mother Myrtle/TColMaster (329026-1005) 5.1 / Spell 5 (Disintegrate)) / Card Feat (Spell) / Lyrune-Quash Moon Maiden & Lyrune-Quah Truthspeaker & Ruan Mirakova
    4-Quinn/Zalarian (12789-1013) 5.2 / None / Power Feat (Hand Size 8) / The Twin & Moon Maiden Armor

    CotCT-5B: Shadows on the Wing
    Character/Handle (Paizo#) Tier.XP / Deck Upgrade / Character Feat: Choice / Loot

    1-Kess/MatsuKurisu (238767-1022) 5.2 / Item 5 (Amulet of Furious Fists)/ None/ Sklar-Quah Thundercaller & Accepted Blackjack
    2-Zetha/morph147 (343562-1005) 5.2 / Spell 4 (Cape of Wasps) / Power Feat (draw 3 random monsters) / None
    3-Mother Myrtle/TColMaster (329026-1005) 5.2 / Blessing 3(The First) / Power Feat (Power Feat - [X] You may recharge a card to add 1d4 to a Wisdom check...) / Lyrune-Quash Moon Maiden & Lyrune-Quah Truthspeaker & Ruan Mirakova & Staff of Greater Necromancy
    4-Quinn/Zalarian (12789-1013) 5.3 / Item 5(Wyvern Poison)/ Card Feat Ally (Dream Spider) / The Twin & Moon Maiden Armor

    CotCT-5D: Ashbringer's Roost
    Character/Handle (Paizo#) Tier.XP / Deck Upgrade / Character Feat: Choice / Loot

    1-Kess/MatsuKurisu (238767-1022) 5.3 / Armor 5(Bearskin Armor)/ Skill Feat (Str)/ Sklar-Quah Thundercaller & Accepted Blackjack
    2-Zetha/morph147 (343562-1005) 5.3 / Ally 4 (Shadow Demon) / Skill Feat (Cha) / None
    3-Mother Myrtle/TColMaster (329026-1005) 5.3 / Item 3(Ambrosia) / Skill Feat (Wis +4) / Lyrune-Quash Moon Maiden & Lyrune-Quah Truthspeaker & Ruan Mirakova & Staff of Greater Necromancy
    4-Quinn/Zalarian (12789-1013) 5.4 / None / None / The Twin & Ashbringer & Moon Maiden Armor


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    COMPLETED SCENARIO 5C: The Shrine of Midnight

    Reward

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

    COMPLETED ADVENTURE 5: SKELETONS OF SCARWALL

    ADVENTURE REWARD:
    A character gets the Loot weapon Serithtial.
    You may rally the supporter Shadowcount Sial; if you do, uncheck the supporter Laori Vaus from your rallied supporters. (A reminder; any supporter rallied by ANY player will end up in the Base, but you can only actually personally display supporters you CURRENTLY have checked off.)

    Acquired Cards (* = Plunder)

    Weapon 3
    Spell 5
    Armor 3
    Item 44
    Ally 53
    Blessing 011312

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

    The following needs to be provided:
    Let me know if replaying or tiering up.
    Decision whether to convert Hero point to feat
    abstaining Deck Upgrade rolls
    Total Hero Points carrying over to next adventure
    Planned loot for next scenario (if possible)

    When you post your starting hand be sure to list any loot swaps and any other award changes (starting ship, etc)


    TColMaster Mother Myrtle Alc/Arc/Support

    Hero Point: Bank
    Pass on Rally Supporter

    If we are done with -5 and moving to -6, Tier up.

    Blessing 3: 1d1000 ⇒ 882

    Nethys's Dualty ->Grandmother Nightmare

    Loot: Lyrune-Quash Moon Maiden & Lyrune-Quah Truthspeaker & Ruan Mirakova & Staff of Greater Necromancy


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

    Quinn - CotCT-5C: The Shrine of Midnight

    Rewards:

    Scenario Reward
    "A character gets the Loot spell Sadomasochism.
    In other scenarios in this adventure, if more than half of the characters have this reward, do not add the wildcard Unhallowed."

    Adventure Reward
    "A character gets the Loot weapon Serithtial.
    You may rally the supporter Shadowcount Sial; if you do, uncheck the supporter Laori Vaus from your rallied supporters. (A reminder; any supporter rallied by ANY player will end up in the Base, but you can only actually personally display supporters you CURRENTLY have checked off.) Quinn will rally Shadowcount Sial"

    Tier/XP 5.4->6.0
    Will bank hero point
    Hero Points (Prior + Gained - Used = Current)
    4+1-0=5

    Loot rolls
    None

    Deck Upgrades
    None
    Banished Cards: None
    Holes Filled: None
    Removed: None

    Planned Loot for next scenario add The Twin (CotCT-7A) and Serithial and Moon Maiden Armor


    Zetha's Deck Handler

    Rewards:
    Scenario Reward
    "A character gets the Loot spell Sadomasochism.
    In other scenarios in this adventure, if more than half of the characters have this reward, do not add the wildcard Unhallowed."

    Adventure Reward
    "A character gets the Loot weapon Serithtial.
    You may rally the supporter Shadowcount Sial; if you do, uncheck the supporter Laori Vaus from your rallied supporters. (A reminder; any supporter rallied by ANY player will end up in the Base, but you can only actually personally display supporters you CURRENTLY have checked off.) Quinn will rally Shadowcount Sial" - will choose not to take the supporter

    Tier/XP 5.4->6.0
    Will bank hero point - 3

    Loot rolls
    None

    deck upgrades
    Spell 5: 1d1000 ⇒ 674 Ghost wolf in, charm monster out.

    Vigilant Seal

    Deck handler link

    Kess
    Scenario
    5C: The Shrine of Midnight

    Scenario Reward
    Loot weapon Serithtial.
    You may rally the supporter Shadowcount Sial; if you do, uncheck the supporter Laori Vaus from your rallied supporters.

    Adventure Reward
    N/a

    Tier 5.4
    - Hero point = Power
    Blackjack (+1HS to 7)
    Kess (+1HS to 7)
    - 1 available
    Tier up to 6.0

    Card Upgrade
    Item 4: 1d1000 ⇒ 40
    Balmberry Bush (AD4) in, Crowbar out

    Ally 5: 1d1000 ⇒ 564
    Moose (AD5) in, Mastiff (AD1) out

    Banished Cards

    Loot
    Loot: Sklar-Quah Thundercaller: 1d1000 ⇒ 311 Mastiff (AD1) out


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    CotCT-5A: Army of the Dead
    Character/Handle (Paizo#) Tier.XP / Deck Upgrade / Character Feat: Choice / Loot

    1-Kess/MatsuKurisu (238767-1022) 5.1 / Ally 5 (Mountaineer)/ Card Feat (All7)/ Sklar-Quah Thundercaller & Accepted Blackjack
    2-Zetha/morph147 (343562-1005) 5.1 / Ally 5 (Pyromaniac Mage) / Card Feat (Ally) / None
    3-Mother Myrtle/TColMaster (329026-1005) 5.1 / Spell 5 (Disintegrate)) / Card Feat (Spell) / Lyrune-Quash Moon Maiden & Lyrune-Quah Truthspeaker & Ruan Mirakova
    4-Quinn/Zalarian (12789-1013) 5.2 / None / Power Feat (Hand Size 8) / The Twin & Moon Maiden Armor

    CotCT-5B: Shadows on the Wing
    Character/Handle (Paizo#) Tier.XP / Deck Upgrade / Character Feat: Choice / Loot

    1-Kess/MatsuKurisu (238767-1022) 5.2 / Item 5 (Amulet of Furious Fists)/ None/ Sklar-Quah Thundercaller & Accepted Blackjack
    2-Zetha/morph147 (343562-1005) 5.2 / Spell 4 (Cape of Wasps) / Power Feat (draw 3 random monsters) / None
    3-Mother Myrtle/TColMaster (329026-1005) 5.2 / Blessing 3(The First) / Power Feat (Power Feat - [X] You may recharge a card to add 1d4 to a Wisdom check...) / Lyrune-Quash Moon Maiden & Lyrune-Quah Truthspeaker & Ruan Mirakova & Staff of Greater Necromancy
    4-Quinn/Zalarian (12789-1013) 5.3 / Item 5(Wyvern Poison)/ Card Feat Ally (Dream Spider) / The Twin & Moon Maiden Armor

    CotCT-5D: Ashbringer's Roost
    Character/Handle (Paizo#) Tier.XP / Deck Upgrade / Character Feat: Choice / Loot

    1-Kess/MatsuKurisu (238767-1022) 5.3 / Armor 5(Bearskin Armor)/ Skill Feat (Str)/ Sklar-Quah Thundercaller & Accepted Blackjack
    2-Zetha/morph147 (343562-1005) 5.3 / Ally 4 (Shadow Demon) / Skill Feat (Cha) / None
    3-Mother Myrtle/TColMaster (329026-1005) 5.3 / Item 3(Ambrosia) / Skill Feat (Wis +4) / Lyrune-Quash Moon Maiden & Lyrune-Quah Truthspeaker & Ruan Mirakova & Staff of Greater Necromancy
    4-Quinn/Zalarian (12789-1013) 5.4 / None / None / The Twin & Ashbringer & Moon Maiden Armor

    CotCT-5C: The Shrine of Midnight
    Character/Handle (Paizo#) Tier.XP / Deck Upgrade / Character Feat: Choice / Loot / Special

    1-Kess/MatsuKurisu (238767-1022) 6.0 / Item 4 (Balmberry Bush)/ None/ Sklar-Quah Thundercaller & Accepted Blackjack / Dismissed Laori Vaus & rallied Shadowcount Sial
    2-Zetha/morph147 (343562-1005) 6.0 / Spell 5 (Ghost Wolf) / None / None / Dismissed Shadowcount Sial and kept Laori Vaus Rallied
    3-Mother Myrtle/TColMaster (329026-1005) 6.0 / Blessing 3 (Grandmother's Nightmare) / None / Lyrune-Quash Moon Maiden & Lyrune-Quah Truthspeaker & Ruan Mirakova & Staff of Greater Necromancy / Dismissed Shadowcount Sial and kept Laori Vaus Rallied
    4-Quinn/Zalarian (12789-1013) 6.0 / None / None / The Uprising & Serithial & Moon Maiden Armor / Dismissed Laori Vaus & rallied Shadowcount Sial


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    COMPLETED SCENARIO 6A: Rebellion in Korvosa

    Reward
    Rally the supporters Guildmaster Boule, Marcus Endrin and Sabina Merrin.

    Acquired Cards (* = Plunder)
    Weapon 46
    Spell 555
    Armor 6
    Item 466
    Ally 44665
    Blessing 11

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

    The following needs to be provided:
    Let me know if replaying or tiering up.
    Decision whether to convert Hero point to feat
    abstaining Deck Upgrade rolls
    Total Hero Points carrying over to next adventure
    Planned loot for next scenario (if possible)

    When you post your starting hand be sure to list any loot swaps and any other award changes (starting ship, etc)


    TColMaster Mother Myrtle Alc/Arc/Support

    Hero Point: Ally +1

    Deck Upgrade: Ally 6 (Formian Myrmadon)

    Loot: Lyrune-Quash Moon Maiden & Lyrune-Quah Truthspeaker & Ruan Mirakova & Staff of Greater Necromancy

    Vigilant Seal

    Deck handler link

    Kess
    Scenario
    6A: Rebellion in Korvosa

    Scenario Reward
    Rally the supporters Guildmaster Boule, Marcus Endrin and Sabina Merrin.

    Adventure Reward
    N/a

    Tier 6.1
    - Hero point = Skill(Charisma)
    - 1 available

    Card Upgrade
    Ally 6: 1d1000 ⇒ 689
    Shadowcat (AD6) in, Mastiff (AD1) out

    Item 6: 1d1000 ⇒ 750
    Magic Spyglass (AD5) in, Red War Paint out

    Ally 5: 1d1000 ⇒ 7
    Moose (AD5) in, Mastiff (AD1) out

    Banished Cards

    Loot
    Loot: Sklar-Quah Thundercaller: 1d1000 ⇒ 164 Reed Moccasin (AD3) out


    Zetha's Deck Handler

    Scenario
    6A: Rebellion in Korvosa

    Scenario Reward
    Rally the supporters Guildmaster Boule, Marcus Endrin and Sabina Merrin.

    Adventure Reward
    N/a

    Tier 6.1
    - Hero point = Deck upgrade Weapon
    - 3 available

    Deck upgrades
    Weapon 6: 1d1000 ⇒ 762 Master Lash in

    Ally 5: 1d1000 ⇒ 303 Shaman in, idk who out


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

    Quinn - CotCT-6A: Rebellion in Korvosa

    Rewards:

    Scenario Reward
    Rally the supporters Guildmaster Boule, Marcus Endrin and Sabina Merrin.

    Adventure Reward
    N/A

    Tier/XP 6.0->6.1
    Will spend hero point on Card Feat Item (Elixir of Focus)
    Hero Points (Prior + Gained - Used = Current)
    5+1-1=5

    Loot rolls
    None Needed

    Deck Upgrades
    Item 6 (Third Eye), Item 2 from Card Feat (Elixir of Focus)
    Banished Cards: Elixir of Focus
    Holes Filled: None
    Removed: None

    Planned Loot for next scenario add Serithial and Moon Maiden Armor


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    CotCT-6A: Rebellion in Korvosa
    Character/Handle (Paizo#) Tier.XP / Deck Upgrade / Character Feat: Choice / Loot

    1-Kess/MatsuKurisu (238767-1022) 6.1 / Ally 6 (Shadowcat) / Skill Feat (Cha)/ Sklar-Quah Thundercaller & Accepted Blackjack
    2-Zetha/morph147 (343562-1005) 6.1 / Weapon 6 (Master's Lash) / Card Feat (Weapon) / None
    3-Mother Myrtle/TColMaster (329026-1005) 6.1 / Ally 6 (Formian Myrmadon) / Card Feat (Ally) / Lyrune-Quash Moon Maiden & Lyrune-Quah Truthspeaker & Ruan Mirakova & Staff of Greater Necromancy
    4-Quinn/Zalarian (12789-1013) 6.1 / Item 6 (Third Eye) / Card Feat: Item (Elixir of Focus) / Serithial & Moon Maiden Armor


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    COMPLETED SCENARIO 6B: Assault on Castle Korvosa

    Reward
    The party gains a Supporter Feat.
    For each displayed Evidence (3), the party gets a new ally and a new blessing (already added to the Acquired Cards list below).
    Characters may choose a Bonus Deck Upgrade.

    Acquired Cards (* = Special)
    Weapon 464
    Spell 6050
    Armor 6
    Item 55
    Ally 5545556
    Blessing 121

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

    The following needs to be provided:
    Let me know if replaying or tiering up.
    Decision whether to convert Hero point to feat
    abstaining Deck Upgrade rolls
    Total Hero Points carrying over to next adventure
    Planned loot for next scenario (if possible)

    When you post your starting hand be sure to list any loot swaps and any other award changes (starting ship, etc)


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

    Quinn - CotCT-6B: Assault on Castle Korvosa

    Rewards:

    Scenario Reward
    "The party gains a Supporter Feat (Quinn chooses Marcus Endrin)
    For each displayed Evidence (3), the party gets a new ally and a new blessing (already added to the Acquired Cards list below).
    Characters may choose a Bonus Deck Upgrade."

    Adventure Reward
    N/A

    Tier/XP 6.1->6.2
    Will spend hero point on Skill Feat Wis +2
    Hero Points (Prior + Gained - Used = Current)
    5+1-1=5

    Loot rolls
    1st choice Weapon 6: 1d1000 ⇒ 392 Dancing Dagger
    2nd choice Armor 6: 1d1 ⇒ 1 Greater Bolstering Armor

    Holding off on determining Armor until others decided
    Deck Upgrades
    Weapon 6 (Dancing Dagger)
    Banished Cards: Elixir of Focus
    Holes Filled: Elixir of Focus
    Removed: Shock Kukri

    Planned Loot for next scenario add Serithial and Moon Maiden Armor


    TColMaster Mother Myrtle Alc/Arc/Support

    Hero Point: ([X] or deck, then shuffle your deck). Power Feat

    Spell 6: 1d1000 ⇒ 87
    Poison Blast ->Meteor Swarm

    Loot:
    Lyrune-Quash Moon Maiden & Lyrune-Quah Truthspeaker & Ruan Mirakova & Staff of Greater Necromancy

    Vigilant Seal

    Deck handler link

    Kess
    Scenario
    6B: Assault on Castle Korvosa

    Scenario Reward
    Add supporter feat Guildmaster Boule
    Display. While displayed:
    You may bury to examine the top card of a location; if it is a boon, draw it.
    [X] On your check to acquire, you may bury a card to add 1d10.

    Extra card upgrade

    Adventure Reward
    N/a

    Tier 6.2
    - Hero point = Card Feat(Ally)
    - 1 available

    Card Upgrade
    Ally 6: 1d1000 ⇒ 958
    Pious Healer (AD6) in, New slot or Fire Gecko (AD1) out

    Item 6: 1d1000 ⇒ 224
    Magic Spyglass (AD5) in, Red War Paint out

    Ally 5: 1d1000 ⇒ 394
    Moose (AD5) in, New slot or Fire Gecko (AD1) out

    Banished Cards

    Loot
    Loot: Sklar-Quah Thundercaller: 1d1000 ⇒ 120 Reed Moccasin (AD3) out


    Zetha's Deck Handler

    Scenario
    6B: Assault on Castle Korvosa

    Scenario Reward
    Add supporter feat Marcus Endrin
    Display. While displayed:

    Extra card upgrade

    Adventure Reward
    N/a

    Tier 6.2

    Hero point - 7 card hand size

    card upgrades
    Item 5: 1d1000 ⇒ 231 Wand of Treasure finding in, Headband of Alluring Charisma out.

    Ally 5: 1d1000 ⇒ 813 Shaman in, Troubadour out

    Spell 6: 1d1000 ⇒ 251 spell 6 in maybe? Low on priority list so will defer if needed.


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    CotCT-6A: Rebellion in Korvosa
    Character/Handle (Paizo#) Tier.XP / Deck Upgrade / Character Feat: Choice / Loot

    1-Kess/MatsuKurisu (238767-1022) 6.1 / Ally 6 (Shadowcat) / Skill Feat (Cha)/ Sklar-Quah Thundercaller & Accepted Blackjack
    2-Zetha/morph147 (343562-1005) 6.1 / Weapon 6 (Master's Lash) / Card Feat (Weapon) / None
    3-Mother Myrtle/TColMaster (329026-1005) 6.1 / Ally 6 (Formian Myrmadon) / Card Feat (Ally) / Lyrune-Quash Moon Maiden & Lyrune-Quah Truthspeaker & Ruan Mirakova & Staff of Greater Necromancy
    4-Quinn/Zalarian (12789-1013) 6.1 / Item 6 (Third Eye) / Card Feat: Item (Elixir of Focus) / Serithial & Moon Maiden Armor

    CotCT-6B: Assault on Castle Korvosa
    Character/Handle (Paizo#) Tier.XP / Deck Upgrade / Character Feat: Choice / Loot / Supporter Feat

    1-Kess/MatsuKurisu (238767-1022) 6.2 / Ally 6 (Pious Healer) and Item 5 (Magic Spyglass) / Card Feat (Ally)/ Sklar-Quah Thundercaller & Accepted Blackjack / Grandmaster Boule
    2-Zetha/morph147 (343562-1005) 6.2 / Item 5 (Wand of Treasure Finding) and Ally 5 (Shaman) / Card Feat (Weapon) / None / Marcus Endrin
    3-Mother Myrtle/TColMaster (329026-1005) 6.2 / Spell 6 (Poison Blast) / Power Feat ([X] or deck, then shuffle your deck) / Lyrune-Quash Moon Maiden & Lyrune-Quah Truthspeaker & Ruan Mirakova & Staff of Greater Necromancy / TBD
    4-Quinn/Zalarian (12789-1013) 6.2 / Weapon 6 (Dancing Dagger) and Armor 6 (Greater Bolstering Armor) / Skill Feat: Wis+2 / Serithial & Moon Maiden Armor / Marcus Endrin


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    Mother Myrtle chooses Vencarlo Orisini for supporter feat


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    COMPLETED SCENARIO 6C: Death to the Queen

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

    Acquired Cards (* = Plunder)
    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).

    The following needs to be provided:
    Let me know if replaying or tiering up.
    Decision whether to convert Hero point to feat
    abstaining Deck Upgrade rolls
    Total Hero Points carrying over to next adventure
    Planned loot for next scenario (if possible)

    When you post your starting hand be sure to list any loot swaps and any other award changes (starting ship, etc)


    TColMaster Mother Myrtle Alc/Arc/Support

    Hero Point: Int +2

    Item 6: 1d1000 ⇒ 197
    Fuse Grenade Replace Fireball Beads

    Blessing 3: 1d1000 ⇒ 562
    Blackfingers Replace The Publican

    Loot: Lyrune-Quash Moon Maiden & Lyrune-Quah Truthspeaker & Ruan Mirakova & Staff of Greater Necromancy

    Vigilant Seal

    Deck handler link

    Kess
    Scenario
    6C: Death to the Queen

    Scenario Reward
    Loot weapon Shocking Sawtooth Saber.
    Loot ally Venster Arabasti.

    Adventure Reward
    N/a

    Tier 6.3
    - Hero point = Card Feat(Power) When you discard or bury a card as damage, it counts as up to 2 ([X] 3)
    - 1 available

    Card Upgrade
    Ally 6: 1d1000 ⇒ 794
    Baby Triceratops (AD6) in, Fire Gecko (AD1) out

    Ally 5: 1d1000 ⇒ 355
    Moose (AD5) in, Fire Gecko (AD1) out

    Banished Cards

    Loot
    Loot: Sklar-Quah Thundercaller: 1d1000 ⇒ 824 Reed Moccasin (AD3) out


    Zetha's Deck Handler

    Scenario
    6C: Death to the Queen

    Scenario Reward
    Loot weapon Shocking Sawtooth Saber.
    Loot ally Venster Arabasti.

    Hero point = skill feat - Dex+4

    Deck upgrades

    Blessing 0: 1d1000 ⇒ 346 Blessing of Iomadae in


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

    Quinn - CotCT-6C: Death to the Queen

    Con Boon Roll: 1d20 ⇒ 3 Not Today

    Rewards:

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

    Adventure Reward
    N/A

    Tier/XP 6.2->6.3
    Will spend hero point on power feat (☑ or your check before acting)
    Hero Points (Prior + Gained - Used = Current)
    5+1-1=5

    Loot rolls

    Deck Upgrades
    None
    Banished Cards: None
    Holes Filled: None
    Removed: None

    Planned Loot for next scenario add Serithial, Shocking Sawtooth Saber, Moon Maiden Armor, The Demon's Lantern, and Venster Arabasti


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    CotCT-6A: Rebellion in Korvosa
    Character/Handle (Paizo#) Tier.XP / Deck Upgrade / Character Feat: Choice / Loot

    1-Kess/MatsuKurisu (238767-1022) 6.1 / Ally 6 (Shadowcat) / Skill Feat (Cha)/ Sklar-Quah Thundercaller & Accepted Blackjack
    2-Zetha/morph147 (343562-1005) 6.1 / Weapon 6 (Master's Lash) / Card Feat (Weapon) / None
    3-Mother Myrtle/TColMaster (329026-1005) 6.1 / Ally 6 (Formian Myrmadon) / Card Feat (Ally) / Lyrune-Quash Moon Maiden & Lyrune-Quah Truthspeaker & Ruan Mirakova & Staff of Greater Necromancy
    4-Quinn/Zalarian (12789-1013) 6.1 / Item 6 (Third Eye) / Card Feat: Item (Elixir of Focus) / Serithial & Moon Maiden Armor

    CotCT-6B: Assault on Castle Korvosa
    Character/Handle (Paizo#) Tier.XP / Deck Upgrade / Character Feat: Choice / Loot / Supporter Feat

    1-Kess/MatsuKurisu (238767-1022) 6.2 / Ally 6 (Pious Healer) and Item 5 (Magic Spyglass) / Card Feat (Ally)/ Sklar-Quah Thundercaller & Accepted Blackjack / Grandmaster Boule
    2-Zetha/morph147 (343562-1005) 6.2 / Item 5 (Wand of Treasure Finding) and Ally 5 (Shaman) / Card Feat (Weapon) / None / Marcus Endrin
    3-Mother Myrtle/TColMaster (329026-1005) 6.2 / Spell 6 (Poison Blast) / Power Feat ([X] or deck, then shuffle your deck) / Lyrune-Quash Moon Maiden & Lyrune-Quah Truthspeaker & Ruan Mirakova & Staff of Greater Necromancy / TBD
    4-Quinn/Zalarian (12789-1013) 6.2 / Weapon 6 (Dancing Dagger) and Armor 6 (Greater Bolstering Armor) / Skill Feat: Wis+2 / Serithial & Moon Maiden Armor / Marcus Endrin

    CotCT-6C: Death to the Queen
    Character/Handle (Paizo#) Tier.XP / Deck Upgrade / Character Feat: Choice / Loot

    1-Kess/MatsuKurisu (238767-1022) 6.3 / Ally 6 (Baby Triceratops)/ Card Feat (Power) - When you discard or bury a card as damage, it counts as up to 2 ([X] 3) / Sklar-Quah Thundercaller & Accepted Blackjack
    2-Zetha/morph147 (343562-1005) 6.3 / Blessing 0 (Blessing of Iomedae) / Skill Feat (Dex) / None
    3-Mother Myrtle/TColMaster (329026-1005) 6.3 / Item 6 (Fuse Grenade) / Skill Feat (Int+2) / Lyrune-Quash Moon Maiden & Lyrune-Quah Truthspeaker & Ruan Mirakova & Staff of Greater Necromancy
    4-Quinn/Zalarian (12789-1013) 6.3 / None / Power Feat (☑ or your check before acting) / Serithial, Shocking Sawtooth Saber, Moon Maiden Armor and Venster Arabasti


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    COMPLETED SCENARIO 6D: Legacy of Blood

    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.

    Acquired Cards (* = Plunder)

    Weapon
    Spell 444
    Armor
    Item 2
    Ally
    Blessing 113

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

    The following needs to be provided:
    Let me know if replaying or tiering up.
    Decision whether to convert Hero point to feat
    abstaining Deck Upgrade rolls
    Total Hero Points carrying over to next adventure
    Planned loot for next scenario (if possible)

    One more scenario to go...
    When you post your starting hand be sure to list any loot swaps and any other award changes (starting ship, etc)


    TColMaster Mother Myrtle Alc/Arc/Support

    Hero Point: Bank

    No deck upgrade needed.

    Loot: Lyrune-Quash Moon Maiden & Lyrune-Quah Truthspeaker & Ruan Mirakova & Staff of Greater Necromancy

    Upgrade to tier 7

    Vigilant Seal

    Deck handler link

    Kess
    Scenario
    6D: Legacy of Blood

    Scenario Reward
    Loot item Ring of Splendid Security.

    Adventure Reward
    The party gains every unchecked supporter feat on rallied supporters!
    ==============================

    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

    Tier 6.4
    - Hero point = Card Feat(Saved)
    - 2 available

    Card Upgrade
    No upgrade

    Banished Cards

    Loot
    Loot: Sklar-Quah Thundercaller: 1d1000 ⇒ 720 Reed Moccasin (AD3) out

    Con boon: 1d20 ⇒ 19


    Zetha's Deck Handler

    hero point saved 4. tier 6.4

    no card upgrade


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

    Quinn - CotCT-6D: Legacy of Blood

    Con Boon Roll: 1d20 ⇒ 1 Not Today

    Rewards:

    Scenario Reward
    "Scenario Reward
    Loot item Ring of Splendid Security."

    Adventure Reward
    "The party gains every unchecked supporter feat on rallied supporters
    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"

    Tier/XP 6.3->6.4
    Will bank hero point
    Hero Points (Prior + Gained - Used = Current)
    5+1-0=6

    Loot rolls

    Deck Upgrades
    None
    Banished Cards: None
    Holes Filled: None
    Removed: None

    Planned Loot for next scenario add Serithial, Shocking Sawtooth Saber, Moon Maiden Armor, and The Empty Throne and Ring of Splendid Security


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    COMPLETED SCENARIO CotCT7A: The Inevitable Betrayal

    Reward
    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 [/spoiler]

    Acquired Cards (* = Plunder)

    Weapon 6
    Spell 56106655
    Armor 7
    Item 566
    Ally 5566
    Blessing 121311

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


    TColMaster Mother Myrtle Alc/Arc/Support

    Hero Point: Card Feat - Ally

    Ally 6: 1d1000 ⇒ 593
    Add in Toff Ornelos

    Loot: Lyrune-Quash Moon Maiden & Lyrune-Quah Truthspeaker & Ruan Mirakova & Staff of Greater Necromancy

    Vigilant Seal

    Deck handler link

    Kess
    Scenario
    CotCT7A: The Inevitable Betrayal

    Scenario Reward
    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 [/spoiler]

    Adventure Reward
    N/A

    Tier 6.5
    - Hero point = Card Feat(Saved)
    - 2 available

    Card Upgrade
    Ally 6: 1d1000 ⇒ 178
    = Baby Triceratops (#2) in, Reed Moccasin (AD3) out

    Banished Cards


    Zetha's Deck Handler

    tier 6.5
    -hero point = card feat saved
    =5 available

    card upgrade
    -none


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    CotCT-6D: Death to the Queen
    Character/Handle (Paizo#) Tier.XP / Deck Upgrade / Character Feat: Choice

    1-Kess/MatsuKurisu (238767-1022) 6.4 / None / None
    2-Zetha/morph147 (343562-1005) 6.4 / None / None
    3-Mother Myrtle/TColMaster (329026-1005) 6.4 / None / None
    4-Quinn/Zalarian (12789-1013) 6.4 / None / None

    CotCT-7A: The Inevitable Betrayal
    Character/Handle (Paizo#) Tier.XP / Deck Upgrade / Character Feat: Choice

    1-Kess/MatsuKurisu (238767-1022) 6.5 / None/ None
    2-Zetha/morph147 (343562-1005) 6.5 / None/ None
    3-Mother Myrtle/TColMaster (329026-1005) 6.5 / None/ None
    4-Quinn/Zalarian (12789-1013) 6.5 / 6.5 / None/ None

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