[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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TColMaster Mother Myrtle Alc/Arc/Support

Out of Turn Updates: None

Turn - Hour: The Demon's Lantern
Hour Rules: On your check against a barrier, the difficulty is increased by 3.
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: Characters may not play allies.
Explore: Razor Snare
Acid Flask
Survival 6: 1d12 + 2d4 + 3 ⇒ (4) + (4, 4) + 3 = 15
Defeated
--Discard Orison to Explore

Shrieky Plant WIS 8: 1d12 + 1 ⇒ (4) + 1 = 5
- Failed, Encounter MONSTER

Dire Badger Survival 6: 1d12 + 3 ⇒ (6) + 3 = 9
-Plant and Badger Defeated

MM ends their turn.

MM attempts to recover all cards in their Recovery pile.
Acid Flask Craft 6: 1d12 + 1 ⇒ (5) + 1 = 6
MM resets their hand.

[u]Summary[/u]
Acquired: None
Banished: Razor Snare, Dire Badger, Shrieky Plant
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: Deflect, Acid Arrow, Clockwork Servant, Sage, Noxious Bomb, Snake,

Displayed: Magic Chain Mail,
Deck: 7 Discard: 6 Buried: 0
"Hero Points: 0
XP: 6"
"NOTES:
Available Support: Blessings are available for use.
Movement: Proficient with: Alchemical, Arcane, Divine, Liquid
Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location! If my location closes, please move me to the first unoccupied location."

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Elizir of Healing, Immolate, Acid Flask,
Discard Pile: Blast Stone, Orison, Cat, The Surviver, Wand of Acid Burst, Incitation,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2
Fortitude: Constitution +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Survival: Wisdom +2
Craft: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: {list favored card here}
Hand Size: 6 ☐ 7
Proficiencies:
{list proficiencies here}
POWERS:
You may use your Wisdom skill for your Arcane ([X] or Divine) check.
When you would banish (☐ or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's adventure deck number. 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: Mother Myrtle/TColMaster, Kess/MatsuKurisu, Zetha/morph147, Estra/Wafflebone, Valeros/JercDe'wor,

Blessing = #2 Kess/Matsu Kurisu: Norgorber's Shadow
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.

Start of Turn

At: #5: Den Of Iniquity
Give: No
Move: #6: Alley
At This Location:When you play an ally for its power, display it next to this location card.

Free explore = 2: Boggart, Monster 1: Knowledge 4 THEN Combat 10

Spoiler:
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.

Knowledge 1d4, Kess.Recharge Ally(Verdant Rager AD2) 1d4+2
#1 Knowledge 4: 1d4 + 1d4 + 2 ⇒ (1) + (3) + 2 = 6 - Success

Kess Melee 1d10+1+3+1d12, Reveal Iron Knuckles +1d4
#2 Combat 10: 1d10 + 1 + 3 + 1d12 + 1d4 ⇒ (5) + 1 + 3 + (12) + (4) = 25 - Banished
Kess heal card#: 1d3 ⇒ 1 - Blessing of the Green Faith

Kess ends her turn.

Kess attempts to recover all cards in her Recovery pile.

Kess resets her hand.
Discard
Draw up Verdant Rager

Summary
Location = #6: Alley
Acquired =
Banished = 2: Boggart
Examined =

From Box = Displayed =
Give =
Used =

Other =

"

Kess wrote:

Hand: ac Tower Shield, Iron Knuckles, Crowbar, Verdant Rager, Blessing of the Green Faith (2),

Displayed: Ar1: Chain Shirt,
Deck: 11 Discard: 2 Buried: 1
Hero Points: 1
NOTES:
Available Support: Distant: Blessings Available
Local: Ally recharge powers available
Other: Other: On Close, Move to Base

Skills and Powers:
SKILLS

Strength d10 ☑ +1
- 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.

During This Adventure: SCENARIO 2B: THE LIFE OF THE PARTY

  • The Harrow suit is Shields.
  • Add 1d4 to Constitution non-combat checks.
  • When you play your harrow, you may heal an ally and may remove 1 of your scourges

    Adventure Path & Setup Rules:

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

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

    During This Scenario: SCENARIO 2B: THE LIFE OF THE PARTY

  • When you defeat a Plague Zombie from a location, roll 1d8. If the result exceeds the number of cards remaining in your location, you may immediately attempt to close it.
  • When you close your location, before banishing its cards, search it and shuffle all of its story banes and proxies into a random location.

    Additional Rules: THREAT LIST:
    Dangers: Blood Veil, Zombie Minion
    Villain: Jolistina Susperio
    Closing Henchmen: Vampire
    Non-Closing Henchmen: Plague Zombies - Proxy A
    Bonus Non-Closing Henchmen: Plague Zombies - Proxy B

    Scenario Level (#): 2

    Turn: 17, Zetha/morph147

    Random Cards:

    Monsters
    Spoiler:
    Guardian Zombie
    CotCT
    Monster 2
    Traits:
    Undead
    Zombie
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Cold, Electricity, Mental and Poison.
    If undefeated, suffer the scourge Plagued.

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

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

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

    Spoiler:
    Traitor
    CotCT
    Monster 1
    Traits:
    Human
    Spy
    Veteran
    To Defeat:
    Combat 9+##
    Before acting, discard a random ally; the difficulty is increased by its level.

    Barriers
    Spoiler:
    Imps and House Drakes
    CotCT
    Barrier 0
    Traits:
    Devil
    Dragon
    Outsider
    Skirmish
    To Defeat:
    Combat 10
    OR Arcane
    Survival 6
    On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
    If undefeated, suffer the scourge Poisoned.

    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:
    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:
    Guardian Door
    Core
    Barrier 2
    Traits:
    Obstacle
    Task
    To Defeat:
    Intelligence
    Diplomacy
    Disable
    Stealth 8
    If undefeated, reload this barrier into its location, then summon and encounter a monster.

    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

    Weapons
    Spoiler:
    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.

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

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

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

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

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

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


    Spoiler:
    Magic Eye
    Core
    Spell 0
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 7
    Banish to examine the top 3 cards of your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.

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

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

    Spoiler:
    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:
    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.

    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.

    Items
    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:
    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:
    Banner of the Ancient Kings
    Core
    Item 2
    Traits:
    Magic
    Object
    To Acquire:
    Charisma
    Diplomacy
    Fortitude
    Melee 10
    Display. While displayed:
    * On all combat checks, add 1. If any character fails a combat check, bury this item.
    * Bury to remove a total of up to 1d4 scourges from any number of characters.
    If proficient with armors, when you would bury this item for its power, you may discard it instead.

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

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


    Allies
    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.

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

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

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

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

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

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

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

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

    Hour Power: On your check to close or to guard, add 1d4.

    Current Hour:

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

    Hours Remaining: 13

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 1 Valeros/JercDewor
    The Uprising
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: Your non-combat check against a bane is blessed.
    To Acquire:
    Strength
    Diplomacy 4+#
    On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
    Discard to explore.
    Hourglass Card 2 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 2 MotherMyrtle/TColMaster
    The Courtesan
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, freely discard to use your Charisma die instead of the normal die.
    Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
    Hourglass Card 3 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 3 Kess/MatsuKurisu
    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 Zetha/morph147:
    Spoiler:
    Hourglass Card 4 Zetha/morph147
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 5 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 5 Valeros/JercDewor
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    Veteran
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Hourglass Card 6 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 6 MotherMyrtle/TColMaster
    The Vision
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
    To Acquire:
    Intelligence
    Arcane 4+#
    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.
    Hourglass Card 7 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 7 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 8 Zetha/morph147:
    Spoiler:
    Hourglass Card 8 Zetha/morph147
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 9 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 9 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 10 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 10 MotherMyrtle/TColMaster
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 11 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 11 Kess/MatsuKurisu
    The Crows
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
    To Acquire:
    Dexterity
    Stealth 4+#
    On your check to acquire, discard to bless twice.
    Discard to explore; if you do not encounter a boon, bury this card instead.
    Hourglass Card 12 Zetha/morph147:
    Spoiler:
    Hourglass Card 12 Zetha/morph147
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 13 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 13 Valeros/JercDewor
    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.

    Location #3: Shop
    Urban
    At This Location: When you fail to acquire a boon, you may shuffle it into the location.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
    M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: Zetha/morph147, None

    Shop Card 1:
    Jolistina Susperio
    CotCT
    Story Bane 2
    Type: Monster
    Traits:
    Elf
    Rogue
    To Defeat:
    Combat 14
    OR Charisma
    Diplomacy 10
    When you encounter this monster, succeed at a Wisdom, Perception, or Stealth 5 check or this monster is evaded.
    Before acting, another local character summons and encounters the story bane Plague Zombie.
    Shop Card 2:
    Symbol of Agony
    CotCT
    Barrier 2
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
    Shop Card 3:
    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.
    Shop Card 4:
    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.
    Shop Card 5:
    Locked Door
    Core
    Barrier 1
    Traits:
    Lock
    Obstacle
    Veteran
    To Defeat:
    Strength
    Melee 10+#
    OR Disable 6+#
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.
    Shop Card 6:
    Dimensional Jump
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    When you encounter a bane, banish to evade it.
    Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.

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

    Shop Card 7:
    Horn of Battle Clarity
    CotCT
    Item 0
    Traits:
    Instrument
    Magic
    To Acquire:
    Charisma
    Melee
    Ranged 6
    On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
    Discard to heal a Hireling or Soldier card.
    Shop Card 8:
    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.
    Shop Card 9:
    White War Paint
    CotCT
    Item 2
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Divine 5
    Display. While displayed:
    * On your checks against Undead banes, add 1d8.
    * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Shop Card 10:
    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.
    Shop Card 11:
    Captive Horror
    CotCT
    Barrier 2
    Traits:
    Lock
    Trigger
    To Defeat:
    Wisdom
    Disable
    Stealth 9
    When examined, encounter this barrier.
    If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.

    Location #4: Abandoned Shacks
    Urban
    At This Location: Characters may not play allies.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character moves to a random other location.
    M: 2 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: MotherMyrtle/TColMaster, None
    Abandoned Shacks Card 1:
    Vampire
    Core
    Story Bane 2
    Type: Monster
    Traits:
    Undead
    Vampire
    Veteran
    To Defeat:
    Combat 10+##
    THEN Combat 10+##
    OR Divine 7+#

    Immune to Mental and Poison.
    While acting, before any character plays a card, that character recharges a card.
    If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

    Abandoned Shacks Card 2:
    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.
    Abandoned Shacks Card 3:
    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.
    Abandoned Shacks Card 4:
    Caltrops
    Core
    Item 0
    Traits:
    Object
    To Acquire:
    Dexterity
    Disable 4
    When a local character encounters a monster, discard; they evade it.
    Abandoned Shacks Card 5:
    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.
    Abandoned Shacks Card 6:
    Frost Longbow
    Core
    Weapon 2
    Traits:
    2-Handed
    Bow
    Cold
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Abandoned Shacks Card 7:
    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.
    Abandoned Shacks Card 8:
    Troll
    Core
    Monster 2
    Traits:
    Troll
    Veteran
    To Defeat:
    Combat 8+##
    THEN Combat 10+##
    Vulnerable to Fire.
    Before acting, each local character suffers 1 Combat damage.
    If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.

    Location #5: Den Of Iniquity
    Urban
    At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
    When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
    When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: None
    Den Of Iniquity Card 1:
    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.
    Den Of Iniquity Card 2:
    Staff of Minor Healing
    Core
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 7
    Recharge to heal a local character a card.
    Den Of Iniquity 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.
    Den Of Iniquity Card 4:
    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 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.
    Den Of Iniquity Card 6:
    Invisible Wall
    Core
    Barrier 2
    Traits:
    Lock
    Magic
    To Defeat:
    Arcane
    Divine
    Perception 9
    When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
    If defeated, you may explore.
    Den Of Iniquity Card 7:
    Pixie Gang
    Core
    Monster 2
    Traits:
    Fey
    Swarm
    To Defeat:
    Combat 13
    OR Dexterity
    Acrobatics 10
    On the check to defeat, add the number of other local characters.
    If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.
    Den Of Iniquity Card 8:
    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.
    Den Of Iniquity Card 9:
    Clockwork Servant
    Core
    Ally 1
    Traits:
    Construct
    To Acquire:
    Intelligence
    Craft 6
    On a local Intelligence or Craft check, recharge to add 1d6.
    Bury or banish to explore.
    DURING RECOVERY
    You may succeed at a Craft 8 check to recharge this card.
    Den Of Iniquity Card 10:
    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.

    Location #6: Alley
    Urban
    At This Location: When you play an ally for its power, display it next to this location card.
    When Closing: Summon and acquire an ally.
    When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: Valeros/JercDewor, Kess/MatsuKurisu, None
    Alley Card 1:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    Veteran
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Alley Card 2:
    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.
    Alley Card 3:
    Henchman Proxy A4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Alley Card 4:
    Magistrate
    CotCT
    Ally 2
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 9
    On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
    Discard to explore. This exploration, on your checks against Human cards, add 1d6.
    Alley Card 5:
    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.
    Alley Card 6:
    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.
    Alley Card 7:
    Droogami
    Core
    Ally 1
    Traits:
    Animal
    Owner: Lini
    To Acquire:
    WisdomSurvival 6
    On a local combat or Survival check, recharge to add 1d4.
    Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
    If you are this card's owner, recharge it instead. You may not use this power during an encounter.
    Alley Card 8:
    Sneak
    CotCT
    Monster 0
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9+##
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
    Alley Card 9:
    Death's Breath Door
    CotCT
    Barrier 2
    Traits:
    Lock
    Trap
    To Defeat:
    Strength
    Dexterity
    Disable
    Divine 10
    If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
    Alley Card 10:
    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.

    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 ?: 6
    Located/Displayed Here: None
    Base Card 1:
    Amin Jalento
    CotCT
    Supporter 1
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * On any check to acquire, you may bury to add 1d6.
    * ? You may bury to draw 2 new items, then banish 1 of them.
    Base Card 2:
    Ishani Dhatri
    CotCT
    Supporter 2
    Traits:
    Cleric
    Human
    Display. While displayed:
    * You may bury to heal each local character a card.
    * You may bury to remove a scourge from each local character.
    * ? You may bury to draw a new blessing.
    Base Card 3:
    Thousand Bones
    CotCT
    Supporter 1
    Traits:
    Human
    Shaman
    Display. While displayed:
    * You may bury to heal a character 1d4+1 cards.
    * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
    Base Card 4:
    Cressida Kroft
    CotCT
    Supporter 0
    Traits:
    Human
    Soldier
    Display. While displayed:
    * You may bury to draw a new weapon or armor.
    * ? You may bury to draw a new Attack spell or Healing spell.
    It breaks my heart to see Korvosa tear itself apart.
    Heroes of your caliber are exactly what we need now.
    Base Card 5:
    Trinia Sabor
    CotCT
    Supporter 1
    Traits:
    Bard
    Human
    Veteran
    Display. While displayed:
    * On any non-combat check, you may bury to add 1d4+#.
    * ? You may bury to heal a character a card and/or remove a scourge from them.
    Base Card 6:
    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.

    Location #9: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 5 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1:
    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.
    Cards Not In the Box Card 2:
    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.
    Cards Not In the Box Card 3:
    The Desert
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you move during your move step, bury a card.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to move another character to your location.
    Discard to explore. This exploration, on all Constitution checks, add 1d4.
    Cards Not In the Box Card 4:
    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.
    Cards Not In the Box Card 5:
    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.


  • Zetha's Deck Handler

    Hour is Abadar's Law
    Hour power is On your check to close or to guard, add 1d4.

    Start of turn
    Zetha Draws 2 random monsters from the box
    RM#1: Guardian Zombie
    RM#2: Unseen Sentinel (number 2 in deck)

    First explore
    Encounter Shop Card 1: Jolistina Susperio - the villian

    pause turn to allow everyone to guard their location. I want to give Mother Myrtle the opportunity to guard their location and not bot due to cards left in deck and out of respect of them not dying when they encounter danger.

    Vigilant Seal

    Deck handler link

    A1 Sage, Diplomacy 4
    diplomacy 4: 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6 acquired and guarded


    Zetha's Deck Handler

    Botting MM guard

    Summon the danger - Which danger : 1d2 ⇒ 2 Zombie Minion

    First combat
    play acid arrow to use Arcane+2d4
    Combat 9: 1d12 + 1 + 2d4 ⇒ (10) + 1 + (3, 4) = 18 Success

    Second Combat
    play Noxious bomb to use Craft+2d6. recharge clockwork servant to add 1d6 to the check.
    Combat 11+2: 1d12 + 3 + 2d6 + 2d6 ⇒ (4) + 3 + (3, 6) + (5, 4) = 25 Success

    Zombie Minion defeated and Abandoned Shacks is guarded.

    Recover
    Arcane 6: 1d12 + 1 ⇒ (10) + 1 = 11 Recharge Acid Arrow
    Craft 7: 1d12 + 3 ⇒ (6) + 3 = 9 Recharge Noxious Bomb

    Upkeep for MM
    Recharge Clockwork Servant, then Acid Arrow, then Noxious Bomb


    Zetha's Deck Handler

    Zetha unpause turn

    BYA Stealth check 5: 1d10 + 4 ⇒ (2) + 4 = 6 Success

    There is no other character at my location so no one will encounter Plague Zombie

    Banish Unseen Sentinel to use stealth in place of Diplomacy. Sage's Journal to add 1d4 to check, Stalking armor to add 2 to the check.

    Stealth 10: 1d10 + 4 + 1d4 + 2 ⇒ (3) + 4 + (2) + 2 = 11 Success.

    Shop closes when villain defeated. Only location unguarded is Den Of Iniquity so villian moves there. Den Of Iniquity is shuffled.

    When shop is closed. Before banishing the cards, you may shuffle any remaining boons into 1 random other location. Looking at the number of turns left, Zetha chooses not to shuffle any boons to another location and banish all of the cards in shop.

    Zetha Will move to Den Of Iniquity.

    End of turn
    Discard Force Missile due to to many cards in hand. End turn

    "

    Zetha wrote:

    Hand: Enchanted Fang, Stalking Armor, Sage's Journal (Core), Blessing of Pharasma, Unseen Sentinel, Guardian Zombie,

    Displayed: Ahtez,
    Deck: 15 Discard: 2 Buried: 1
    Current Location: Base
    Hero Points: 2
    NOTES:
    Available Support: ask for blessings except againist henchmen/villian
    Movement: Move me to alley
    Other: N/A

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Gods (2), Troubadour (Core), Apprentice, Augury, Summon Steed, Bound Imp (Core), Summon Minor Monster, Blessing of the Gods (1), Researcher, The Sickness
    Recharged: Staff of Minor Healing (Core), Crocodile, Studded Leather Armor, Detect Magic, Black Spot,
    Discard Pile: Blessing of the Gods (3), Force Missile,
    Buried Pile: Deflect (Core),

    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
    Shop closed.
    Villian moved to Den and shuffled.
    Zetha Moves to Den


    TColMaster Mother Myrtle Alc/Arc/Support

    Out of Turn Updates: Recharge Clockwork Servant, then Acid Arrow, then Noxious Bomb - Botted by Morph

    Turn - Hour: The Courtesan
    Hour Rules: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
    SOT: None
    Give Card: None
    Move: XX -> YY
    Location Powers: Characters may not play allies.
    Explore: Vampire

    Morph - Blessing of Pharasma
    Divine 9: 2d12 + 1 ⇒ (11, 5) + 1 = 17
    Defeated

    Danger?: 1d2 ⇒ 1
    Blood Veil Divine 6: 1d12 + 1 ⇒ (9) + 1 = 10
    Defeated
    Shacks CLOSED
    Random Location Move: 1d2 ⇒ 1
    Move to DEN
    MM ends their turn.

    MM attempts to recover all cards in their Recovery pile.

    MM resets their hand.

    [u]Summary[/u]
    Acquired: None
    Banished: Vampire/Danger!
    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: Deflect, Elizir of Healing, Immolate, Sage, Acid Flask, Snake,

    Displayed: Magic Chain Mail,
    Deck: 7 Discard: 6 Buried: 0
    "Hero Points: 0
    XP: 6"
    "NOTES:
    Available Support: Blessings are available for use.
    Movement: Proficient with: Alchemical, Arcane, Divine, Liquid
    Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location! If my location closes, please move me to the first unoccupied location."

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Clockwork Servant, Acid Arrow, Noxious Bomb,
    Discard Pile: Blast Stone, Orison, Cat, The Surviver, Wand of Acid Burst, Incitation,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Constitution +1
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Survival: Wisdom +2
    Craft: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3

    Favored Card: {list favored card here}
    Hand Size: 6 ☐ 7
    Proficiencies:
    {list proficiencies here}
    POWERS:
    You may use your Wisdom skill for your Arcane ([X] or Divine) check.
    When you would banish (☐ or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's adventure deck number. 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: SCENARIO 2B: THE LIFE OF THE PARTY

  • The Harrow suit is Shields.
  • Add 1d4 to Constitution non-combat checks.
  • When you play your harrow, you may heal an ally and may remove 1 of your scourges

    Adventure Path & Setup Rules:

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

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

    During This Scenario: SCENARIO 2B: THE LIFE OF THE PARTY

  • When you defeat a Plague Zombie from a location, roll 1d8. If the result exceeds the number of cards remaining in your location, you may immediately attempt to close it.
  • When you close your location, before banishing its cards, search it and shuffle all of its story banes and proxies into a random location.

    Additional Rules: THREAT LIST:
    Dangers: Blood Veil, Zombie Minion
    Villain: Jolistina Susperio
    Closing Henchmen: Vampire
    Non-Closing Henchmen: Plague Zombies - Proxy A
    Bonus Non-Closing Henchmen: Plague Zombies - Proxy B

    Scenario Level (#): 2

    Turn: 20, Kess/MatsuKurisu

    Random Cards:

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

    Spoiler:
    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.

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

    Spoiler:
    Ghoul Bat
    CotCT
    Monster 2
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 12
    Immune to Mental and Poison.
    Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
    If undefeated, either banish an ally or suffer the scourges Dazed and 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.

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

    Spoiler:
    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.

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

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

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

    Weapons
    Spoiler:
    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.

    Spoiler:
    Quarterstaff of Vaulting
    Core
    Weapon 1
    Traits:
    2-Handed
    Bludgeoning
    Magic
    Melee
    Staff
    To Acquire:
    Strength
    Melee 8
    OR Acrobatics 6
    For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
    Recharge to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.

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

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

    Spoiler:
    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.

    Spells
    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:
    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.

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

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

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

    Spoiler:
    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.

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

    Spoiler:
    Magic Klar
    CotCT
    Armor 2
    Traits:
    Offhand
    Shield
    Magic
    To Acquire:
    Constitution
    Fortitude
    Melee
    Survival 9
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
    After playing this armor, you may not play a 2-Handed boon this encounter.

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

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

    Spoiler:
    Acid Flask
    Core
    Item 0
    Traits:
    Acid
    Alchemical
    Attack
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
    On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.

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

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


    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:
    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.

    Spoiler:
    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.

    Spoiler:
    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.

    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.

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

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

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

    Spoiler:
    The Bear
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your Strength check, add 2.
    To Acquire:
    Strength
    Acrobatics 4+#
    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.

    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: No effect.

    Current Hour:

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

    Hours Remaining: 10

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/morph147:
    Spoiler:
    Hourglass Card 1 Zetha/morph147
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 2 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 2 Valeros/JercDewor
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    Veteran
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Hourglass Card 3 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 3 MotherMyrtle/TColMaster
    The Vision
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
    To Acquire:
    Intelligence
    Arcane 4+#
    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.
    Hourglass Card 4 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 4 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 5 Zetha/morph147:
    Spoiler:
    Hourglass Card 5 Zetha/morph147
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 6 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 6 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 7 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 7 MotherMyrtle/TColMaster
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 8 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 8 Kess/MatsuKurisu
    The Crows
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
    To Acquire:
    Dexterity
    Stealth 4+#
    On your check to acquire, discard to bless twice.
    Discard to explore; if you do not encounter a boon, bury this card instead.
    Hourglass Card 9 Zetha/morph147:
    Spoiler:
    Hourglass Card 9 Zetha/morph147
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 10 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 10 Valeros/JercDewor
    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.

    Location #5: Den Of Iniquity
    Urban
    At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
    When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
    When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 3
    Located/Displayed Here: Zetha/morph147, MotherMyrtle/TColMaster, None

    Den Of Iniquity Card 1:
    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.
    Den Of Iniquity Card 2:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Den Of Iniquity Card 3:
    Staff of Minor Healing
    Core
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 7
    Recharge to heal a local character a card.
    Den Of Iniquity Card 4:
    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.
    Den Of Iniquity Card 5:
    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 6:
    Invisible Wall
    Core
    Barrier 2
    Traits:
    Lock
    Magic
    To Defeat:
    Arcane
    Divine
    Perception 9
    When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
    If defeated, you may explore.
    Den Of Iniquity Card 7:
    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.
    Den Of Iniquity Card 8:
    Pixie Gang
    Core
    Monster 2
    Traits:
    Fey
    Swarm
    To Defeat:
    Combat 13
    OR Dexterity
    Acrobatics 10
    On the check to defeat, add the number of other local characters.
    If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.
    Den Of Iniquity Card 9:
    Jolistina Susperio
    CotCT
    Story Bane 2
    Type: Monster
    Traits:
    Elf
    Rogue
    To Defeat:
    Combat 14
    OR Charisma
    Diplomacy 10
    When you encounter this monster, succeed at a Wisdom, Perception, or Stealth 5 check or this monster is evaded.
    Before acting, another local character summons and encounters the story bane Plague Zombie.
    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:
    Clockwork Servant
    Core
    Ally 1
    Traits:
    Construct
    To Acquire:
    Intelligence
    Craft 6
    On a local Intelligence or Craft check, recharge to add 1d6.
    Bury or banish to explore.
    DURING RECOVERY
    You may succeed at a Craft 8 check to recharge this card.

    Location #6: Alley
    Urban
    At This Location: When you play an ally for its power, display it next to this location card.
    When Closing: Summon and acquire an ally.
    When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: Valeros/JercDewor, Kess/MatsuKurisu, None
    Alley Card 1:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    Veteran
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Alley Card 2:
    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.
    Alley Card 3:
    Henchman Proxy A4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Alley Card 4:
    Magistrate
    CotCT
    Ally 2
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 9
    On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
    Discard to explore. This exploration, on your checks against Human cards, add 1d6.
    Alley Card 5:
    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.
    Alley Card 6:
    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.
    Alley Card 7:
    Droogami
    Core
    Ally 1
    Traits:
    Animal
    Owner: Lini
    To Acquire:
    WisdomSurvival 6
    On a local combat or Survival check, recharge to add 1d4.
    Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
    If you are this card's owner, recharge it instead. You may not use this power during an encounter.
    Alley Card 8:
    Sneak
    CotCT
    Monster 0
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9+##
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
    Alley Card 9:
    Death's Breath Door
    CotCT
    Barrier 2
    Traits:
    Lock
    Trap
    To Defeat:
    Strength
    Dexterity
    Disable
    Divine 10
    If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
    Alley Card 10:
    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.

    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 ?: 6
    Located/Displayed Here: None
    Base Card 1:
    Amin Jalento
    CotCT
    Supporter 1
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * On any check to acquire, you may bury to add 1d6.
    * ? You may bury to draw 2 new items, then banish 1 of them.
    Base Card 2:
    Ishani Dhatri
    CotCT
    Supporter 2
    Traits:
    Cleric
    Human
    Display. While displayed:
    * You may bury to heal each local character a card.
    * You may bury to remove a scourge from each local character.
    * ? You may bury to draw a new blessing.
    Base Card 3:
    Thousand Bones
    CotCT
    Supporter 1
    Traits:
    Human
    Shaman
    Display. While displayed:
    * You may bury to heal a character 1d4+1 cards.
    * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
    Base Card 4:
    Cressida Kroft
    CotCT
    Supporter 0
    Traits:
    Human
    Soldier
    Display. While displayed:
    * You may bury to draw a new weapon or armor.
    * ? You may bury to draw a new Attack spell or Healing spell.
    It breaks my heart to see Korvosa tear itself apart.
    Heroes of your caliber are exactly what we need now.
    Base Card 5:
    Trinia Sabor
    CotCT
    Supporter 1
    Traits:
    Bard
    Human
    Veteran
    Display. While displayed:
    * On any non-combat check, you may bury to add 1d4+#.
    * ? You may bury to heal a character a card and/or remove a scourge from them.
    Base Card 6:
    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.

    Location #9: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 5 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1:
    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.
    Cards Not In the Box Card 2:
    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.
    Cards Not In the Box Card 3:
    The Desert
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you move during your move step, bury a card.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to move another character to your location.
    Discard to explore. This exploration, on all Constitution checks, add 1d4.
    Cards Not In the Box Card 4:
    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.
    Cards Not In the Box Card 5:
    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.

  • Vigilant Seal

    Deck handler link

    Out of Turn Updates

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

    Blessing = #20 Kess/Matsu Kurisu: Incitation
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.

    Start of Turn

    At: #6: Alley
    Give: No
    Move: No
    At This Location:No effect.

    Free explore = 1: Skeleton, Monster 0: Combat 14(10+2+2)

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

    Kess Melee 1d10+1+3+1d12, Reveal Iron Knuckles +1d4
    Combat 14: 1d10 + 1 + 3 + 1d12 + 1d4 ⇒ (7) + 1 + 3 + (8) + (2) = 21 - Banished
    Kess heal card#: 1d2 ⇒ 1 - Blessing of Chaldira Zuzaristan

    Display ac Sage @ Ally, explore =
    2: Sacred Candle, Item 1: Wisdom 10

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

    Wisdom 1d4 says Nope! - Banished

    Kess ends her turn.

    Kess attempts to recover all cards in her Recovery pile.

    Kess resets her hand.
    Reveal Plant (Verdant Rager) +1HS
    Discard
    Draw up hw The Tangled Briar

    Summary
    Location = #6: Alley
    Acquired =
    Banished = 1: Skeleton, 2: Sacred Candle
    Examined =

    From Box =
    Displayed = Display ac Sage @ Ally
    Give =
    Used =

    Other =

    "

    Kess wrote:

    Hand: ac Tower Shield, Iron Knuckles, Crowbar, Verdant Rager, Blessing of the Green Faith (2), hw The Tangled Briar,

    Displayed: Ar1: Chain Shirt, ac Sage,
    Deck: 11 Discard: 1 Buried: 1
    Hero Points: 1
    NOTES:
    Available Support: Distant: Blessings Available
    Local: Ally recharge powers available
    Other: Other: On Close, Move to Base

    Skills and Powers:
    SKILLS

    Strength d10 ☑ +1
    - 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

    "


    Out of Turn Updates: None.
    Turn - Hour: Abadar's Law.
    Hour Rules: When this is the hour: On your check to close or to guard, add 1d4.
    SOT: None.
    Give Card: None.
    Move: Den Of Iniquity.
    Location Powers: 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.
    Free Explore: Encounter Codex; To Acquire: Intelligence
    Knowledge 5INTELLIGENCE 5: 1d4 ⇒ 4 Fail.

    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: Codex.
    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: The Den
    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: Horse, Elixir of Healing, Guide, Cruel Longsword, Bastion Boots,

    Displayed: Half-Plate,
    Deck: 9 Discard: 2 Buried: 0
    Hero Points: 1
    "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): Throwing Axe, Longsword, Liquid Courage, The Keep, Teamster
    Recharged: Sword Cane, Covering Heavy Shield, Longbow, Chain Shirt, Quilted Cloth Armor,
    Discard Pile: Orison, The Desert,
    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 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

    Hour is Sands of the Hour
    Hour power is None

    Start of turn
    Zetha will draw 0 monsters to hand.

    First explore
    Encounter Den Of Iniquity Card 1: Codex
    Banish Guardian Zombie to use stealth instead. Reveal stalking armor to add 2
    Stealth 5: 1d10 + 4 + 2 ⇒ (4) + 4 + 2 = 10 Success

    End turn
    Discard Codex.

    Reset hand.

    End turn
    "

    Zetha wrote:

    Hand: Enchanted Fang, Stalking Armor, Sage's Journal (Core), Researcher, Unseen Sentinel, Blessing of the Gods (1),

    Displayed: Ahtez,
    Deck: 13 Discard: 4 Buried: 1
    Current Location: Base
    Hero Points: 2
    NOTES:
    Available Support: ask for blessings except againist henchmen/villian
    Movement: Move me to alley
    Other: N/A

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Augury, Troubadour (Core), Summon Minor Monster, Bound Imp (Core), The Sickness, Summon Steed, Blessing of the Gods (2), Apprentice
    Recharged: Staff of Minor Healing (Core), Crocodile, Studded Leather Armor, Detect Magic, Black Spot,
    Discard Pile: Blessing of the Gods (3), Force Missile, Blessing of Pharasma, Codex (Core),
    Buried Pile: Deflect (Core),

    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
    Acquire Den #1


    Out of Turn Updates: None.
    Turn - Hour: Abadar's Law.
    Hour Rules: When this is the hour: On your check to close or to guard, add 1d4.
    SOT: None.
    Give Card: None.
    Move: Den Of Iniquity.
    Location Powers: 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.
    Free Explore: Encounter Henchmen Proxy A; Plague Zombie; Check to defeat Combat 10 then Combat 15; Display Cruel Longsword Combat 10: 1d10 + 1d8 + 4 ⇒ (9) + (8) + 4 = 21 Success; Then display Cruel Longsword; Reload Cruel LongswordCombat 15: 1d10 + 1d8 + 1d6 + 4 ⇒ (3) + (4) + (6) + 4 = 17 Success
    Character Powers: On a local combat (□ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d6.
    Valeros ends their turn.
    Valeros attempts to recover all cards in their Recovery pile.
    Valeros resets their hand.
    Summary
    Acquired: None.
    Banished: Plague Zombie.
    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: The Den
    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: Horse, Elixir of Healing, Guide, Cruel Longsword, Bastion Boots,

    Displayed: Half-Plate,
    Deck: 9 Discard: 2 Buried: 0
    Hero Points: 1
    "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): Teamster, Throwing Axe, The Keep, Liquid Courage, Longsword
    Recharged: Sword Cane, Covering Heavy Shield, Longbow, Chain Shirt, Quilted Cloth Armor,
    Discard Pile: Orison, The Desert,
    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 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 Vision
    Hour Rules: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
    SOT: Hour Examine
    Staff of Minor Healing WIS 7: 1d12 + 1 ⇒ (10) + 1 = 11
    Acquired
    -Recharge to Heal a Card
    RNG: 1d6 ⇒ 3
    Elixir of Healing: 1d4 + 1 ⇒ (4) + 1 = 5

    Give Card: None
    Move: XX -> YY
    Location Powers: 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.
    Explore: Henchmen B
    Immolate
    Plague Zombie Combat 10: 1d12 + 2d4 + 1 ⇒ (9) + (4, 2) + 1 = 16
    Acid Flask, Kess - Green Faith
    Plague Zombie Combat 15: 2d12 + 2d6 + 3 ⇒ (1, 9) + (1, 6) + 3 = 20

    RNG Close Check: 1d8 ⇒ 7

    MM ends their turn.

    MM attempts to recover all cards in their Recovery pile.
    Elixir Craft 6: 1d12 + 3 ⇒ (5) + 3 = 8
    Immolate Divine 7: 1d12 + 1 ⇒ (8) + 1 = 9
    Flask Craft 6: 1d12 + 3 ⇒ (8) + 3 = 11
    MM resets their hand.

    [u]Summary[/u]
    Acquired: Staff of Minor Healing
    Banished: Henchmen B
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: Kess - Blessing of Green Faith
    Actions needed by other Player(s): None

    Mother Myrtle wrote:

    Hand: Deflect, Clockwork Servant, Noxious Bomb, Sage, Incitation, Snake,

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

    "

    Deck, Discard, Buried:

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

    Favored Card: {list favored card here}
    Hand Size: 6 ☐ 7
    Proficiencies:
    {list proficiencies here}
    POWERS:
    You may use your Wisdom skill for your Arcane ([X] or Divine) check.
    When you would banish (☐ or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's adventure deck number. 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.

    Kess may want to reconsider revealing Verdant Rager. If he does so then it is displayed at alley.

    During This Adventure: SCENARIO 2B: THE LIFE OF THE PARTY

  • The Harrow suit is Shields.
  • Add 1d4 to Constitution non-combat checks.
  • When you play your harrow, you may heal an ally and may remove 1 of your scourges

    Adventure Path & Setup Rules:

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

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

    During This Scenario: SCENARIO 2B: THE LIFE OF THE PARTY

  • When you defeat a Plague Zombie from a location, roll 1d8. If the result exceeds the number of cards remaining in your location, you may immediately attempt to close it.
  • When you close your location, before banishing its cards, search it and shuffle all of its story banes and proxies into a random location.

    Additional Rules: THREAT LIST:
    Dangers: Blood Veil, Zombie Minion
    Villain: Jolistina Susperio
    Closing Henchmen: Vampire
    Non-Closing Henchmen: Plague Zombies - Proxy A
    Bonus Non-Closing Henchmen: Plague Zombies - Proxy B

    Scenario Level (#): 2

    Turn: 24, Kess/MatsuKurisu

    Random Cards:

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

    Spoiler:
    Werewolf
    Core
    Monster 1
    Traits:
    Lycanthrope
    To Defeat:
    Combat 11
    OR Knowledge 7
    If the hour's level is 0, the difficulty to defeat is increased by 3.
    If undefeated, suffer the scourge Wounded and end your turn.

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

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

    Barriers
    Spoiler:
    Mountebank
    CotCT
    Barrier 0
    Traits:
    Task
    To Defeat:
    Wisdom
    Diplomacy
    Stealth 6
    If undefeated, bury the top card of your deck.

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

    Spoiler:
    Snake Oil Seller
    CotCT
    Barrier 2
    Traits:
    Task
    To Defeat:
    Intelligence
    Craft 6
    OR Wisdom 8
    When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
    If undefeated, bury the top card of your deck and suffer the scourge Poisoned.

    Spoiler:
    Thunderstorm
    Core
    Barrier 2
    Traits:
    Obstacle
    Weather
    To Defeat:
    None 0
    Display this barrier at your location.
    While displayed:
    * When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.

    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.

    Weapons
    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:
    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:
    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.

    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:
    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.

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

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


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

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


    Spoiler:
    Fool's Gold
    CotCT
    Spell 1
    Traits:
    Arcane
    Magic
    Divine
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 7
    On a local Diplomacy or non-combat Charisma check, banish to add 1d10.
    If it is a check to acquire and the character acquires the card, they may give it to a local character.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 9 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:
    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.


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

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

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

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

    Spoiler:
    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.

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

    Spoiler:
    Plague Mask
    CotCT
    Item 0
    Traits:
    Accessory
    To Acquire:
    Intelligence
    Craft 4
    On your check against a Disease or Poison card, reveal to add 1d4.
    When you would suffer the scourge Plagued or Poisoned, reload to not suffer it.

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

    Spoiler:
    Spellbook
    CotCT
    Item 0
    Traits:
    Book
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    On your Arcane non-combat check, reveal to add 1d4.
    Discard to heal an Arcane spell.

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

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

    Spoiler:
    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.


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

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

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

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

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

    Hour Power: No effect.

    Current Hour:

    Prayer:
    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.

    Hours Remaining: 6

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/morph147:
    Spoiler:
    Hourglass Card 1 Zetha/morph147
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 2 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 2 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 3 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 3 MotherMyrtle/TColMaster
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 4 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 4 Kess/MatsuKurisu
    The Crows
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
    To Acquire:
    Dexterity
    Stealth 4+#
    On your check to acquire, discard to bless twice.
    Discard to explore; if you do not encounter a boon, bury this card instead.
    Hourglass Card 5 Zetha/morph147:
    Spoiler:
    Hourglass Card 5 Zetha/morph147
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 6 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 6 Valeros/JercDewor
    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.

    Location #5: Den Of Iniquity
    Urban
    At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
    When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
    When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: Zetha/morph147, Valeros/JercDewor, MotherMyrtle/TColMaster, None

    Den Of Iniquity Card 1:
    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 2:
    Invisible Wall
    Core
    Barrier 2
    Traits:
    Lock
    Magic
    To Defeat:
    Arcane
    Divine
    Perception 9
    When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
    If defeated, you may explore.
    Den Of Iniquity Card 3:
    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.
    Den Of Iniquity Card 4:
    Pixie Gang
    Core
    Monster 2
    Traits:
    Fey
    Swarm
    To Defeat:
    Combat 13
    OR Dexterity
    Acrobatics 10
    On the check to defeat, add the number of other local characters.
    If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.
    Den Of Iniquity Card 5:
    Jolistina Susperio
    CotCT
    Story Bane 2
    Type: Monster
    Traits:
    Elf
    Rogue
    To Defeat:
    Combat 14
    OR Charisma
    Diplomacy 10
    When you encounter this monster, succeed at a Wisdom, Perception, or Stealth 5 check or this monster is evaded.
    Before acting, another local character summons and encounters the story bane Plague Zombie.
    Den Of Iniquity Card 6:
    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 7:
    Clockwork Servant
    Core
    Ally 1
    Traits:
    Construct
    To Acquire:
    Intelligence
    Craft 6
    On a local Intelligence or Craft check, recharge to add 1d6.
    Bury or banish to explore.
    DURING RECOVERY
    You may succeed at a Craft 8 check to recharge this card.

    Location #6: Alley
    Urban
    At This Location: When you play an ally for its power, display it next to this location card.
    When Closing: Summon and acquire an ally.
    When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
    M: 1 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: Kess/MatsuKurisu, Displayed Allyes: ac Sage
    Alley Card 1:
    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.
    Alley Card 2:
    Magistrate
    CotCT
    Ally 2
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 9
    On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
    Discard to explore. This exploration, on your checks against Human cards, add 1d6.
    Alley Card 3:
    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.
    Alley Card 4:
    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.
    Alley Card 5:
    Droogami
    Core
    Ally 1
    Traits:
    Animal
    Owner: Lini
    To Acquire:
    WisdomSurvival 6
    On a local combat or Survival check, recharge to add 1d4.
    Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
    If you are this card's owner, recharge it instead. You may not use this power during an encounter.
    Alley Card 6:
    Sneak
    CotCT
    Monster 0
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9+##
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
    Alley Card 7:
    Death's Breath Door
    CotCT
    Barrier 2
    Traits:
    Lock
    Trap
    To Defeat:
    Strength
    Dexterity
    Disable
    Divine 10
    If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
    Alley Card 8:
    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.

    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 ?: 6
    Located/Displayed Here: None
    Base Card 1:
    Amin Jalento
    CotCT
    Supporter 1
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * On any check to acquire, you may bury to add 1d6.
    * ? You may bury to draw 2 new items, then banish 1 of them.
    Base Card 2:
    Ishani Dhatri
    CotCT
    Supporter 2
    Traits:
    Cleric
    Human
    Display. While displayed:
    * You may bury to heal each local character a card.
    * You may bury to remove a scourge from each local character.
    * ? You may bury to draw a new blessing.
    Base Card 3:
    Thousand Bones
    CotCT
    Supporter 1
    Traits:
    Human
    Shaman
    Display. While displayed:
    * You may bury to heal a character 1d4+1 cards.
    * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
    Base Card 4:
    Cressida Kroft
    CotCT
    Supporter 0
    Traits:
    Human
    Soldier
    Display. While displayed:
    * You may bury to draw a new weapon or armor.
    * ? You may bury to draw a new Attack spell or Healing spell.
    It breaks my heart to see Korvosa tear itself apart.
    Heroes of your caliber are exactly what we need now.
    Base Card 5:
    Trinia Sabor
    CotCT
    Supporter 1
    Traits:
    Bard
    Human
    Veteran
    Display. While displayed:
    * On any non-combat check, you may bury to add 1d4+#.
    * ? You may bury to heal a character a card and/or remove a scourge from them.
    Base Card 6:
    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.

    Location #9: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 5 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1:
    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.
    Cards Not In the Box Card 2:
    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.
    Cards Not In the Box Card 3:
    The Desert
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you move during your move step, bury a card.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to move another character to your location.
    Discard to explore. This exploration, on all Constitution checks, add 1d4.
    Cards Not In the Box Card 4:
    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.
    Cards Not In the Box Card 5:
    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.

  • Vigilant Seal

    Deck handler link

    Out of Turn Updates

    Correcting turn, not revealing Verdant Rager. Reloading hw The Tangled Briar

    Recharging Blessing of the Green Faith (2) for Mother Myrtle

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

    Blessing = #20 Kess/Matsu Kurisu: Prayer:
    When this is the hour: No effect.

    Start of Turn

    At: #6: Alley
    Give: No
    Move: No
    At This Location:When you play an ally for its power, display it next to this location card.

    Free explore = 1: Henchman Proxy A4

    Plague Zombie:
    Plague Zombie
    Story Bane Monster 2

    Traits
    Disease
    Undead
    Veteran
    Zombie

    Check
    Combat
    10
    THEN
    Combat
    11+##

    Powers
    Immune to Mental and Poison.
    After acting, a local character suffers 1d4-1 Combat damage.
    If undefeated, each local character must succeed at a Constitution or Fortitude 4+# check or suffer the scourge Plagued.


    Kess Melee 1d10+1+3+1d12, Reveal Iron Knuckles +1d4
    #1 Combat 10: 1d10 + 1 + 3 + 1d12 + 1d4 ⇒ (10) + 1 + 3 + (9) + (1) = 24 - Success

    Kess Melee 1d10+1+3+1d12, Reveal Iron Knuckles +1d4, Kess Recharge Ally(Verdant Rager AD2) +1d4+2
    #2 Combat 15(11+2+2): 1d10 + 1 + 3 + 1d12 + 1d4 + 1d4 + 2 ⇒ (3) + 1 + 3 + (11) + (4) + (4) + 2 = 28 - Banished
    AYA Combat damage: 1d4 - 1 ⇒ (4) - 1 = 3 Reveal ac Tower Shield -2, discard ac Tower Shield
    Kess heal card#: 1d2 ⇒ 1- W1: Warhammer

    Can I close?(8): 1d8 ⇒ 2 - Nope

    Kess ends her turn.

    Kess attempts to recover all cards in her Recovery pile.

    Kess resets her hand.
    Discard
    Draw up Verdant Rager, Fire Gecko, Quartermaster

    Summary
    Location = #6: Alley
    Acquired =
    Banished = 1: Henchman Proxy A4
    Examined =

    From Box =
    Displayed =
    Give =
    Used =

    Other =
    "

    Kess wrote:

    Hand: Iron Knuckles, Crowbar, Verdant Rager, Fire Gecko, Quartermaster,

    Displayed: Ar1: Chain Shirt, ac Sage,
    Deck: 12 Discard: 1 Buried: 1
    Hero Points: 1
    NOTES:
    Available Support: Distant: Blessings Available
    Local: Ally recharge powers available
    Other: Other: On Close, Move to Base. Feel free to BOT guard, will use Quartermaster and Paizo reroll an Ally acquire if needed

    Skills and Powers:
    SKILLS

    Strength d10 ☑ +1
    - 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 Gorum's Iron
    Hour power is On your non-Attack combat check, add 1.

    Start of turn
    draw 2 random monsters
    RM#1 Sczarni Thief
    RM#2 Werewolf

    First explore
    Encounter Den Of Iniquity Card 1: Craftsman
    Banish werewolf to use stealth in place of diplomacy. reveal stalking armor to add 2 to the check
    Stealth 6: 1d10 + 4 + 2 ⇒ (5) + 4 + 2 = 11 Success

    Second explore
    discard craftsman to explore again. Encounter Den Of Iniquity Card 2: Invisible Wall.
    Banish Sczarni thief to use stealth in place of arcane. reveal stalking armor to add 2 to the check.
    Stealth 6: 1d10 + 4 + 2 ⇒ (9) + 4 + 2 = 15 Success, when defeated, explore again

    Third explore

    Den Of Iniquity Card 3: Helm
    Con 4: 1d6 ⇒ 5 Success

    fourth explore
    discard researcher to explore again. Encounter Den Of Iniquity Card 4: Pixie Gang
    Use Ahtez for combat to use stealth+adventuredeck number. Reveal stalking armor to add 2. Play enchanted fang to add 1d4 to the check. add 1 from blessing for non-attack combat check.
    Combat 13: 1d10 + 4 + 2 + 2 + 1d4 + 1 ⇒ (6) + 4 + 2 + 2 + (2) + 1 = 17 Success. Banish Pixie Gang

    End turn
    "Zetha ends her turn.

    Zetha attempts to recover all cards in her Recovery pile.
    Enchanted Fang: Arcane 7: 1d10 + 2 ⇒ (7) + 2 = 9 -> Enchanted Fang recharged discarded.

    discard helm
    Zetha resets her hand."
    "

    Zetha wrote:

    Hand: Stalking Armor, Sage's Journal (Core), Troubadour (Core), Blessing of the Gods (2), Blessing of the Gods (1), Unseen Sentinel,

    Displayed: Ahtez,
    Deck: 11 Discard: 7 Buried: 1
    Current Location: Base
    Hero Points: 2
    NOTES:
    Available Support: ask for blessings except againist henchmen/villian
    Movement: Move me to alley
    Other: N/A

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bound Imp (Core), The Sickness, Apprentice, Augury, Summon Steed, Summon Minor Monster
    Recharged: Staff of Minor Healing (Core), Crocodile, Studded Leather Armor, Detect Magic, Black Spot,
    Discard Pile: Blessing of the Gods (3), Force Missile, Blessing of Pharasma, Codex (Core), craftsman, Researcher, Helm,
    Buried Pile: Deflect (Core),

    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
    Acquire = Den #1, #3
    banish = Den #2, den #4

    from box = RM#1, RM#2


    Out of Turn Updates: None.
    Turn - Hour: Incitation.
    Hour Rules: When this is the hour: None.
    SOT: None.
    Give Card: None.
    Move: None.
    Location Powers: 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.
    Free Explore: Encounter Jolistina Susperio; When you encounter this monster, succeed at a Wisdom, Perception, or Stealth 5 check or this monster is evaded. WISDOM 5: 1d6 ⇒ 3 Fail
    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: None.
    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: The Den
    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: Horse, Elixir of Healing, Guide, Cruel Longsword, Bastion Boots,

    Displayed: Half-Plate,
    Deck: 9 Discard: 2 Buried: 0
    Hero Points: 1
    "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): Liquid Courage, Teamster, Throwing Axe, Longsword, The Keep
    Recharged: Sword Cane, Covering Heavy Shield, Longbow, Chain Shirt, Quilted Cloth Armor,
    Discard Pile: Orison, The Desert,
    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 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: Nethys's Duality
    Hour Rules: On your check against a spell, add 1d4.
    SOT: None
    Give Card: None
    Move: XX -> YY
    Location Powers: 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.
    Explore: XX

    DEN 5
    DEN 6
    DEN 7

    RNG Den Location: 1d3 ⇒ 1

    WIS 5 Before Acting: 1d12 + 1 ⇒ (6) + 1 = 7

    =================================
    +++++++++++++++++++++++++++++++++
    Plague Zombie BOTTING VALEROS

    Reveal Cruel Longsword
    Combat 10: 1d10 + 1d8 + 4 ⇒ (7) + (3) + 4 = 14

    Reveal/Reload Cruel Longsword, Zetha BOTG
    Combat 15: 2d10 + 1d8 + 1d4 + 4 ⇒ (4, 3) + (2) + (2) + 4 = 15
    Ignore After Acting Powers with reloaded Sword

    +++++++++++++++++++++++++++++++++
    =================================

    =================================
    +++++++++++++++++++++++++++++++++
    Guard Check - BOTTING KESS
    --->Summon and acquire an ally.
    Korvosan Guard MELEE 5: 1d10 + 4 ⇒ (4) + 4 = 8

    +++++++++++++++++++++++++++++++++
    =================================

    Noxious Bomb, Incitation (Recharge) Snake
    Combat 14: 2d12 + 2d6 + 1d4 + 3 ⇒ (2, 3) + (6, 6) + (1) + 3 = 21

    WE WIN!!!!!!
    MM ends their turn.

    MM attempts to recover all cards in their Recovery pile.

    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


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    COMPLETED SCENARIO 2B: THE LIFE OF THE PARTY

    SCENARIO REWARD:
    A character gets the Loot ally Ausio Carowyn.
    Rally the supporter Keppira D'Bear.

    Commentary from Judge that ran for me:

    A Supporter that provides a static bonus to all characters at all locations when displayed; lovely!
    Plus, an Ally that either almost guarantees a local check to acquire passes; or provides an extra-consistent exploration at Urban locations. Not bad.
    (A reminder; ...the Development text {below is} from the last 2 scenarios combined. I think these two scenarios combined represent an adaptation of 4 separate quests in the RPG.)

    DEVELOPMENT:

    You have learned much in your investigations. You have not learned where the plague came from.

    The so-called plague ship’s wreck contained the corpse of a captain whose body sported the symbol of the cult of Urgathoa, the Varisian goddess of disease. But if it ever bore the plague, it never got close enough to spread it.

    The sewer wererats brewed up something counterproductive to Korvosa’s health, but none had any method of bringing disease other than their malingering lycanthropy.

    A group of vampire spawn on Racker’s Alley took advantage of the excess mortality in an abandoned toy shop. They ventured aboveground because some other vampiric force chased them out of the sewers.

    Worst of all, the crazy half-elf sorcerer Jolistina Susperio let loose a zombie infestation in the party at Carowyn Manor. A lone survivor described how the half-elf’s lover Rolth Lamm kidnapped the party’s entertainer before the calamity. This horror might lead you to the source of the plague after all.

    ACQUIRED CARDS:
    Korvosan Guard (Ally 0)
    Spider (Ally 0)
    Craftsman (Ally 1)
    Sage (Ally 0)
    Chain Shirt (Armor 0)
    Studded Leather Armor (Armor 0)
    Quilted Cloth Armor (Armor 0)
    Helm (Armor 0)
    Tower Shield (Armor 1)
    Codex (Item 0)
    Staff of Minor Healing (Item 1)
    Deflect (Spell 0)
    Force Missile (Spell 0)
    Warhammer (Weapon 0)
    Sword Cane (Weapon 0)

    Weapon 00
    Spell 00
    Armor 00001
    Item 10
    Ally 0010
    Blessing

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

    Please post rolls, decisions, etc in discussion thread


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    SCENARIO CotCT-2C The Queen's Hospitality

    The Hospice of the Blessed Maiden is a former Arkona Imports warehouse on West Dock. It sure does a far more bustling business now than in its mercantile days. For the Hospice is the newly commissioned quarters of the Queen’s Physicians, those plague mask–wearing doctors tasked with finding a cure to the deadly blood veil.

    The hospice is a place of hope and respite for those in advanced stages of suffering from the disease, where sick folk from any walk of Korvosan life might come to find salvation under the care of the Queen’s Physicians. While at the Bank of Abadar, the ailing are turned away if they can’t pay, here the suffering are welcomed in.

    You’ve been hoping to catch a glimpse of the head of the Queen’s Physicians, Doctor Davaulus. He is always under Gray Maiden escort, likely because the terrified townsfolk demand a cure at the briskest possible pace. The Queen has him under protection so he can work without fear of being mobbed by rioters.

    In fact, going near the Hospice is dangerous if you don’t have the plague. Without the plague masks, the physicians might contract the blood veil themselves. You’ve been given a temporary ward by the bishop of the Grand Cathedral of Pharasma, Keppira D’Bear. That allows you to stay near the Hospice without picking up the infection, but should you go into any of these buildings, all bets are off. And you’re going into those buildings.

    You came here because of a lead gained from a horrific party thrown at Carowyn Manor. The sole survivor told you of the villain Rolth Lamm, son of your old enemy Gaedren Lamm, and how he spirited away a Varisian musician named Ruan before Rolth’s girlfriend murdered everyone. From the musician’s sister, you know Ruan contracted and then defeated the blood veil. You came because you hoped you could see him come out of the hospice.

    The thing is, you’ve been watching this place for days, and while plenty of sick people have gone in, none of them have come out.

    SETUP:
    After preparing the story banes, shuffle a non-closing henchman Gray Maiden Guard - Proxy B into each location.

    LOCATIONS:
    + Base
    1 - Barracks
    1 - Hospice
    2 - Blood Pool
    3 - Office
    4 - Slaughterhouse
    5 - Arsenal

    THREAT LIST:
    Danger: Gray Maiden Guard, Queen's Physician
    Villain: None
    Closing Henchmen: Doctor Davaulus, Rolth Lamm, Queen's
    Physicians - Proxy A
    Non-Closing Henchmen: Gray Maiden Guard - Proxy B

    DURING THIS SCENARIO:
    When you encounter a Gray Maiden bane or a Queen's Physician, you may succeed at a Diplomacy, Perception, or Stealth 5 check to evade the encounter; if you do, you may reload or recharge the bane into its location.


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    During This Adventure:

  • The Harrow suit is Shields.
  • Add 1d4 to Constitution non-combat checks.
  • When you play your harrow, you may heal an ally and may remove 1 of your scourges

    Adventure Path & Setup Rules:

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

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

    During This Scenario: SCENARIO CotCT-2C The Queen's Hospitality

  • When you encounter a Gray Maiden bane or a Queen's Physician, you may succeed at a Diplomacy, Perception, or Stealth 5 check to evade the encounter; if you do, you may reload or recharge the bane into its location.

    Additional Rules: THREAT LIST:
    Dangers: Gray Maiden Guard, Queen's Physician
    Villain: None
    Closing Henchmen: octor Davaulus, Rolth Lamm, Queen's
    Physicians - Proxy A
    Non-Closing Henchmen: Gray Maiden Guard - Proxy B

    Scenario Level (#): 2

    Turn: 0, MotherMyrtle/TColMaster

    Random Cards:

    Monsters
    Spoiler:
    Mimic
    Core
    Monster 2
    Traits:
    Aberration
    Trap
    To Defeat:
    Combat 15
    OR Wisdom
    Perception 9
    On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
    If undefeated, suffer the scourge Entangled.

    Spoiler:
    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.

    Spoiler:
    Ghoul
    Core
    Monster 1
    Traits:
    Ghoul
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Spoiler:
    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.

    Spoiler:
    Ghoul Bat
    CotCT
    Monster 2
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 12
    Immune to Mental and Poison.
    Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
    If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.

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

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

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

    Spoiler:
    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

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

    Spoiler:
    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:
    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.

    Spells
    Spoiler:
    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.

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

    Spoiler:
    Magic Eye
    Core
    Spell 0
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 7
    Banish to examine the top 3 cards of your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.

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

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


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

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


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

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

    Spoiler:
    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:
    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.

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

    Spoiler:
    Acid Flask
    Core
    Item 0
    Traits:
    Acid
    Alchemical
    Attack
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
    On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.

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

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


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

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

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

    Spoiler:
    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.

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

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

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

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

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 0

    [b]Hourglass

    Hourglass Cards/Turn Order:

    Location #1: Barracks
    Urban
    At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
    When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations' deck lists at the size built.
    When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here: None

    Location #2: Hospice
    Urban
    At This Location: If you do not explore on your turn, you may either heal 1d4+1 cards or remove 1 of your scourges.
    When Closing: Summon and defeat the story bane Queen's Physician.
    When Permanently Closed: Remove 1 of your scourges.
    M: 0 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 1 Al: 2 Bl: 2 ?: 2
    Located/Displayed Here: None

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

    Location #4: Office
    Urban
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: None

    Location #5: Slaughterhouse
    Urban
    Wild
    At This Location: When you defeat a monster, discard a card.
    When Closing: Banish an ally.
    When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
    M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 2
    Located/Displayed Here: None

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


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

    HARROWING:

    1-Kess/MatsuKurisu - 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.
    2-Zetha/morph147 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.
    3-Valeros/JercDe'wor The Teamster:

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

    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers.
    To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.

    Vigilant Seal

    Deck handler link

    Kess - Start 2.3
    - CotCT-2C The Queen's Hospitality

    Card Upgrade
    = Wolfhide Armor in, Hide Armor out

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

    Starting location
    - #5: Slaughterhouse

    Harrows
    - hw The Sickness

    Starting Hand
    "

    Kess wrote:

    Hand: hw The Sickness, Iron Knuckles, Stone Weasel, Zellara's Harrow Deck, Wolfhide Armor, lt Ausio Carowyn, Verdant Rager,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Hero Points: 1
    NOTES:
    Available Support: Distant:
    Local: Ally recharge powers available
    Other: Other: On Close, Move to Base. Feel free to BOT guard, will use Quartermaster and Paizo reroll an Ally acquire if needed

    Skills and Powers:
    SKILLS

    Strength d10 ☑ +1
    - 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

    STARTING LOCATION: OFFICE

    Mother Myrtle wrote:

    Hand: Incitation, Sage, Acid Arrow, Noxious Bomb, Cat, Immolate, The Trumpet,

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

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Deflect, Wand of Acid Burst, Magic Chain Mail, Clockwork Servant, Orison, Snake, Blast Stone, Elizir of Healing, Acid Flask
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Constitution +1
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Survival: Wisdom +2
    Craft: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3

    Favored Card: {list favored card here}
    Hand Size: 6 ☐ 7
    Proficiencies:
    {list proficiencies here}
    POWERS:
    You may use your Wisdom skill for your Arcane ([X] or Divine) check.
    When you would banish (☐ or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's adventure deck number. If you succeed, recharge it (☐ or shuffle it into your deck); if you fail, discard it.


    Starting hand:

    (Optional) Current Location:
    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: Longbow, Orison, Guide, Longsword, Covering Heavy Shield,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 1
    "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): Teamster, Liquid Courage, Cruel Longsword, Bastion Boots, Horse, Elixir of Healing, Half-Plate, The Keep, Chain Shirt, Throwing Axe
    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 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.


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

    During This Adventure:

  • The Harrow suit is Shields.
  • Add 1d4 to Constitution non-combat checks.
  • When you play your harrow, you may heal an ally and may remove 1 of your scourges

    Adventure Path & Setup Rules:

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

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

    During This Scenario: SCENARIO CotCT-2C The Queen's Hospitality

  • When you encounter a Gray Maiden bane or a Queen's Physician, you may succeed at a Diplomacy, Perception, or Stealth 5 check to evade the encounter; if you do, you may reload or recharge the bane into its location.

    Additional Rules: THREAT LIST:
    Dangers: Gray Maiden Guard, Queen's Physician
    Villain: None
    Closing Henchmen: Doctor Davaulus, Rolth Lamm, Queen's
    Physicians - Proxy A
    Non-Closing Henchmen: Gray Maiden Guard - Proxy B

    Scenario Level (#): 2

    Turn: 1, Kess/MatsuKurisu

    Random Cards:

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

    Spoiler:
    Traitor
    CotCT
    Monster 1
    Traits:
    Human
    Spy
    Veteran
    To Defeat:
    Combat 9+##
    Before acting, discard a random ally; the difficulty is increased by its level.

    Spoiler:
    Pixie Gang
    Core
    Monster 2
    Traits:
    Fey
    Swarm
    To Defeat:
    Combat 13
    OR Dexterity
    Acrobatics 10
    On the check to defeat, add the number of other local characters.
    If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.

    Spoiler:
    Ghoul Bat
    CotCT
    Monster 2
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 12
    Immune to Mental and Poison.
    Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
    If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.

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

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

    Spoiler:
    Sick Child
    CotCT
    Barrier 2
    Traits:
    Task
    To Defeat:
    Constitution
    Fortitude 10
    OR Charisma
    Diplomacy 12
    On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
    If undefeated, summon and encounter the story bane Blood Veil.

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

    Spoiler:
    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:
    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.

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

    Spoiler:
    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.

    Spoiler:
    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.

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

    Spoiler:
    Sleep
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 7
    When a local character encounters a monster, banish; they evade it.
    On a local check against a monster or an ally, banish to add 1d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 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:
    Remove Disease
    CotCT
    Spell 1
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 8
    Banish to remove the scourge Plagued from any number of local characters.

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


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

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

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

    Spoiler:
    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.

    Items
    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.

    Spoiler:
    Acid Flask
    Core
    Item 0
    Traits:
    Acid
    Alchemical
    Attack
    Liquid
    To Acquire:
    Intelligence
    Craft 4
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
    On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.

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

    Spoiler:
    Wand of Flame
    Core
    Item 2
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic
    Veteran
    Wand
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 11
    For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.

    Spoiler:
    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.

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

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

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

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

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

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

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

    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: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/morph147:
    Spoiler:
    Hourglass Card 1 Zetha/morph147
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 2 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 2 Valeros/JercDewor
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Hourglass Card 3 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 3 MotherMyrtle/TColMaster
    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 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 4 Kess/MatsuKurisu
    Gozreh's Growth
    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    Veteran
    When this is the hour: On your check against an Animal or Elemental card, add 1d4.
    To Acquire:
    Wisdom
    Divine
    Survival 4+#
    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
    Hourglass Card 5 Zetha/morph147:
    Spoiler:
    Hourglass Card 5 Zetha/morph147
    The Desert
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you move during your move step, bury a card.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to move another character to your location.
    Discard to explore. This exploration, on all Constitution checks, add 1d4.
    Hourglass Card 6 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 6 Valeros/JercDewor
    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 7 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 7 MotherMyrtle/TColMaster
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 8 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 8 Kess/MatsuKurisu
    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 9 Zetha/morph147:
    Spoiler:
    Hourglass Card 9 Zetha/morph147
    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 10 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 10 Valeros/JercDewor
    The Hidden Truth
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
    To Acquire:
    Intelligence
    Stealth 4+#
    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.
    Hourglass Card 11 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 11 MotherMyrtle/TColMaster
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    Veteran
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Hourglass Card 12 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 12 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 13 Zetha/morph147:
    Spoiler:
    Hourglass Card 13 Zetha/morph147
    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.
    Hourglass Card 14 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 14 Valeros/JercDewor
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Hourglass Card 15 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 15 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 16 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 16 Kess/MatsuKurisu
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 17 Zetha/morph147:
    Spoiler:
    Hourglass Card 17 Zetha/morph147
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 18 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 18 Valeros/JercDewor
    The Snakebite
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
    To Acquire:
    Intelligence
    Craft 4+#
    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Hourglass Card 19 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 19 MotherMyrtle/TColMaster
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    Veteran
    When this is the hour: After discarding any number of cards as damage, draw a card.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.
    Hourglass Card 20 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 20 Kess/MatsuKurisu
    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 Zetha/morph147:
    Spoiler:
    Hourglass Card 21 Zetha/morph147
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 22 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 22 Valeros/JercDewor
    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 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 23 MotherMyrtle/TColMaster
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    Veteran
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Hourglass Card 24 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 24 Kess/MatsuKurisu
    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 25 Zetha/morph147:
    Spoiler:
    Hourglass Card 25 Zetha/morph147
    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 26 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 26 Valeros/JercDewor
    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 27 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 27 MotherMyrtle/TColMaster
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    Veteran
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Hourglass Card 28 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 28 Kess/MatsuKurisu
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 29 Zetha/morph147:
    Spoiler:
    Hourglass Card 29 Zetha/morph147
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Location #1: Barracks
    Urban
    At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
    When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations' deck lists at the size built.
    When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here: None

    Barracks Card 1:
    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.
    Barracks Card 2:
    Circlet of Mental Acuity
    Core
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Charisma 11
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
    Barracks Card 3:
    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.
    Barracks Card 4:
    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.
    Barracks Card 5:
    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.
    Barracks Card 6:
    Doctor Davaulus
    CotCT
    Story Bane 2
    Type: Monster
    Traits:
    Bard
    Human
    To Defeat:
    Wisdom
    Perception 5
    THEN Combat 9
    If you have the Human trait, the difficulty to defeat is increased by 1d8.
    If undefeated, advance the hour.
    Barracks Card 7:
    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.
    Barracks Card 8:
    Smoke Slayer
    CotCT
    Monster 2
    Traits:
    Elemental
    To Defeat:
    Combat 13
    Resistant to Melee.
    Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
    Barracks Card 9:
    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.
    Barracks Card 10:
    Bloodbug
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.
    Barracks Card 11:
    Guardian Door
    Core
    Barrier 2
    Traits:
    Obstacle
    Task
    To Defeat:
    Intelligence
    Diplomacy
    Disable
    Stealth 8
    If undefeated, reload this barrier into its location, then summon and encounter a monster.

    Location #2: Hospice
    Urban
    At This Location: If you do not explore on your turn, you may either heal 1d4+1 cards or remove 1 of your scourges.
    When Closing: Summon and defeat the story bane Queen's Physician.
    When Permanently Closed: Remove 1 of your scourges.
    M: 0 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 1 Al: 2 Bl: 2 ?: 2
    Located/Displayed Here: None
    Hospice Card 1:
    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.
    Hospice 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.
    Hospice Card 3:
    Imprisonment
    Core
    Barrier 2
    Traits:
    Lock
    Obstacle
    To Defeat:
    Dexterity
    Diplomacy
    Disable
    Stealth 9
    If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
    If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.
    Hospice Card 4:
    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.
    Hospice Card 5:
    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.
    Hospice Card 6:
    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.
    Hospice Card 7:
    White War Paint
    CotCT
    Item 2
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Divine 5
    Display. While displayed:
    * On your checks against Undead banes, add 1d8.
    * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Hospice Card 8:
    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.
    Hospice Card 9:
    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.
    Hospice Card 10:
    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.

    Hospice Card 11:
    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.


    Location #3: Blood Pool
    Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here: None
    Blood Pool Card 1:
    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.
    Blood Pool Card 2:
    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.
    Blood Pool 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.
    Blood Pool Card 4:
    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.
    Blood Pool Card 5:
    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.
    Blood Pool Card 6:
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Blood Pool 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.
    Blood Pool Card 8:
    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.
    Blood Pool Card 9:
    Accursed Priest
    Core
    Monster 1
    Traits:
    Cleric
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 8+##
    Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
    After acting, a local character buries a blessing.
    Blood Pool Card 10:
    Banner of the Ancient Kings
    Core
    Item 2
    Traits:
    Magic
    Object
    To Acquire:
    Charisma
    Diplomacy
    Fortitude
    Melee 10
    Display. While displayed:
    * On all combat checks, add 1. If any character fails a combat check, bury this item.
    * Bury to remove a total of up to 1d4 scourges from any number of characters.
    If proficient with armors, when you would bury this item for its power, you may discard it instead.
    Blood Pool Card 11:
    Heavy Crossbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reload to use Dexterity or Ranged + 1d10.
    On a distant combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Location #4: Office
    Urban
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: Valeros/JercDewor, MotherMyrtle/TColMaster, None
    Office Card 1:
    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.
    Office Card 2:
    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.
    Office Card 3:
    Phantasmal Apparition
    CotCT
    Barrier 1
    Traits:
    Curse
    Task
    Trigger
    Veteran
    To Defeat:
    Intelligence
    Knowledge 6+#
    OR Perception 4+#
    When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
    If undefeated, suffer the scourge Exhausted.
    If defeated, you may examine the top 2 cards of your location.
    Office Card 4:
    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.
    Office Card 5:
    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.
    Office Card 6:
    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.
    Office Card 7:
    Rolth Lamm
    CotCT
    Story Bane 2
    Type: Monster
    Traits:
    Human
    Wizard
    To Defeat:
    Combat 15
    Before acting, a local character summons and encounters the story bane Wight.
    After acting, suffer the scourge Drained.
    If defeated by less than 4, or if undefeated, shuffle this monster into a random location.
    Office Card 8:
    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.
    Office Card 9:
    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.
    Office Card 10:
    Locked Door
    Core
    Barrier 1
    Traits:
    Lock
    Obstacle
    Veteran
    To Defeat:
    Strength
    Melee 10+#
    OR Disable 6+#
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.
    Office Card 11:
    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.

    Location #5: Slaughterhouse
    Urban
    Wild
    At This Location: When you defeat a monster, discard a card.
    When Closing: Banish an ally.
    When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
    M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 2
    Located/Displayed Here: Kess/MatsuKurisu, None
    Slaughterhouse Card 1:
    Gargoyle
    Core
    Monster 2
    Traits:
    Gargoyle
    To Defeat:
    Combat 15
    Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.
    Slaughterhouse Card 2:
    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.
    Slaughterhouse Card 3:
    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.
    Slaughterhouse Card 4:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Slaughterhouse Card 5:
    Pig
    CotCT
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 3
    On a local Constitution or Charisma check, recharge to add 1d4.
    Discard to explore. This exploration, when you defeat a monster, heal a card.
    Slaughterhouse Card 6:
    Orc Rager
    CotCT
    Monster 2
    Traits:
    Barbarian
    Orc
    Veteran
    To Defeat:
    Combat 10+##
    Before acting, suffer 1d4 Combat damage.
    Slaughterhouse Card 7:
    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.
    Slaughterhouse Card 8:
    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.
    Slaughterhouse Card 9:
    The Rakshasa
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
    To Acquire:
    Intelligence
    Arcane 4+#
    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.
    Slaughterhouse Card 10:
    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.
    Slaughterhouse Card 11:
    Flaming Mace
    Core
    Weapon 2
    Traits:
    Bludgeoning
    Fire
    Mace
    Magic
    Melee
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.

    Location #6: 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 ?: 7
    Located/Displayed Here: Zetha/morph147, None
    Base Card 1:
    Keppira D'bear
    CotCT
    Supporter 2
    Traits:
    Cleric
    Human
    Display. While displayed:
    * On all checks against Undead banes, add 1d4.
    * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.
    Base Card 2:
    Trinia Sabor
    CotCT
    Supporter 1
    Traits:
    Bard
    Human
    Veteran
    Display. While displayed:
    * On any non-combat check, you may bury to add 1d4+#.
    * ? You may bury to heal a character a card and/or remove a scourge from them.
    Base Card 3:
    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 4:
    Ishani Dhatri
    CotCT
    Supporter 2
    Traits:
    Cleric
    Human
    Display. While displayed:
    * You may bury to heal each local character a card.
    * You may bury to remove a scourge from each local character.
    * ? You may bury to draw a new blessing.
    Base Card 5:
    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 6:
    Cressida Kroft
    CotCT
    Supporter 0
    Traits:
    Human
    Soldier
    Display. While displayed:
    * You may bury to draw a new weapon or armor.
    * ? You may bury to draw a new Attack spell or Healing spell.
    It breaks my heart to see Korvosa tear itself apart.
    Heroes of your caliber are exactly what we need now.
    Base Card 7:
    Thousand Bones
    CotCT
    Supporter 1
    Traits:
    Human
    Shaman
    Display. While displayed:
    * You may bury to heal a character 1d4+1 cards.
    * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.

    Location #7: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1:
    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.
    Cards Not In the Box Card 2:
    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.
    Cards Not In the Box Card 3:
    The Teamster
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: After your first exploration of your turn, you may discard a card to explore.
    To Acquire:
    Constitution
    Diplomacy 4+#
    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.
    Cards Not In the Box Card 4:
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers.
    To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.

  • 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: The Joke
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.

    Start of Turn

    At: #5: Slaughterhouse
    Give: No
    Move: No
    At This Location: WWhen you defeat a monster, discard a card.

    Free explore = 1: Gargoyle, Monster 2: Combat 15

    Spoiler:
    =Traits:
    Gargoyle
    To Defeat:
    Combat 15
    Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.
    Kess Melee (Magic) 1d10+1+3+1d12, Reveal Iron Knuckles +1d4, Vulnerable Magic +4
    Combat 15: 1d10 + 1 + 3 + 1d12 + 1d4 + 4 ⇒ (1) + 1 + 3 + (2) + (1) + 4 = 12 - Failing. Use Paizo reroll
    Combat 15: 1d10 + 11 ⇒ (7) + 11 = 18 - Banished
    Location.Defeat a monster, discard (Zellara's Harrow Deck)
    Kess heal card#: 1d1 ⇒ 1 - Zellara's Harrow Deck

    Kess ends her turn.

    Kess attempts to recover all cards in her Recovery pile.

    Kess resets her hand.
    Reveal Verdant Rager +1HS
    Discard
    Draw up Blessing of Gozreh

    Summary
    Location = #5: Slaughterhouse
    Acquired =
    Banished = 1: Gargoyle
    Examined =

    From Box =
    Displayed =
    Give =
    Used = Paizo reroll

    Other =
    "

    Kess wrote:

    Hand: Wolfhide Armor, Iron Knuckles, Stone Weasel, lt Ausio Carowyn, Verdant Rager, hw The Sickness, Blessing of Gozreh,

    Displayed:
    Deck: 9 Discard: 1 Buried: 0
    Hero Points: 1
    NOTES:
    Available Support: Distant: Blessings available
    Local: Ally recharge powers available
    Other: Other: On Close, Move to Base.

    [spoiler=Skills and Powers]SKILLS

    Strength d10 ☑ +1
    - 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 Pharasma's Knowing
    Hour is On your check against an Undead card, add 1d6.

    Start of turn
    Zetha draws two random monstesrs from the box
    RM#1: Gray Maiden Footsoldier
    RM#2: Traitor

    Move
    Hospice

    First explore
    Encounter Hospice Card 1: The Beating. Banish The traitor to use stealth instead of melee, reveal stalking armor to add 2 to the check
    Stealth 5+2: 1d10 + 5 + 2 ⇒ (2) + 5 + 2 = 9 Success

    Second explore
    discard The Beating to explore. Encounter Hospice Card 2: Henchman Proxy A3 which is the Queen's Physician. Early in the game so will evade due to scenario, with stealth plus add 2 from stalking armor

    Stealth 5: 1d10 + 5 + 2 ⇒ (7) + 5 + 2 = 14 Success. Will choose to recharge The Queen's Physician.

    Third explore
    Recharge Blessing of Pharasma Due to the top of blessing deck being a pharasma card to encounter Hospice Card 3: Imprisonment

    Will use stealth, reveal stalking armor to add 2.
    Stealth 9: 1d10 + 5 + 2 ⇒ (3) + 5 + 2 = 10 Success. when defeated, summon and encounter a random ally from the box. Summon and encounter random ally #1: Soldier. Will attempt diplomacy check

    Diplomacy 4: 1d10 + 4 ⇒ (8) + 4 = 12 Success. Acquire Soldier

    Fourth Explore
    discard soldier to explore again. Encounter Hospice Card 4: The Big Sky. Attempt stealth, reveal stalking armor to add 2 to the check.
    Stealth 4+2: 1d10 + 5 + 2 ⇒ (3) + 5 + 2 = 10 Success.

    Fifth Explore
    Discard The Waxworks to explore. When harrow play, heal ally. Heal Soldier. Then encounter Hospice Card 5: Crow, Banish Gray Maiden Footsoldier to use Stealth in place of survival. Reveal stalking armor to add 2 to the check.
    Stealth 5: 1d10 + 5 + 2 ⇒ (3) + 5 + 2 = 10 Success

    recharge staff of minor healing to heal the beating

    end turn
    Ran out of monsters to keep getting stuff easily so will stop there and keep going for the dig latter

    "

    Zetha wrote:

    Hand: Black Spot, Evolution Surge, Stalking Armor, Apprentice, The Big Sky, Crow ,

    Displayed: Ahtez,
    Deck: 15 Discard: 1 Buried: 0
    Current Location: Base
    Hero Points: 2
    NOTES:
    Available Support: ask for blessings except againist henchmen/villian
    Movement: Move me to wherever MM is at.
    Other: plan is to dig up spells at the Hospice to get better spells in deck

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Pharasma, Blessing of the Gods (3), Summon Steed, Staff of Minor Healing (Core), Researcher, Sage's Journal (Core), Soldier, Summon Minor Monster, Bound Imp (Core), Enchanted Fang, Troubadour (Core), The Beating, Blessing of the Gods (1), Augury, Blessing of the Gods (2)
    Recharged:
    Discard Pile: The Waxworks,
    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 =
    Acquired = Hospice #1: The Beating, RA#1: Soldier, Hospice Card 4: The Big Sky, Hospice Card 5: Crow
    Banished =
    Examined =
    Recharged card to bottom of its location = Recharged Hospice Card 2: Henchman Proxy A3

    From Box = RM#1, RM#2, RA#1
    Displayed =
    Give =
    Used =
    Other =


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

    During This Adventure:

  • The Harrow suit is Shields.
  • Add 1d4 to Constitution non-combat checks.
  • When you play your harrow, you may heal an ally and may remove 1 of your scourges

    Adventure Path & Setup Rules:

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

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

    During This Scenario: SCENARIO CotCT-2C The Queen's Hospitality

  • When you encounter a Gray Maiden bane or a Queen's Physician, you may succeed at a Diplomacy, Perception, or Stealth 5 check to evade the encounter; if you do, you may reload or recharge the bane into its location.

    Additional Rules: THREAT LIST:
    Dangers: Gray Maiden Guard, Queen's Physician
    Villain: None
    Closing Henchmen: Doctor Davaulus, Rolth Lamm, Queen's
    Physicians - Proxy A
    Non-Closing Henchmen: Gray Maiden Guard - Proxy B

    Scenario Level (#): 2

    Turn: 3, Valeros/JercDewor

    Random Cards:

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

    Spoiler:
    Mimic
    Core
    Monster 2
    Traits:
    Aberration
    Trap
    To Defeat:
    Combat 15
    OR Wisdom
    Perception 9
    On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
    If undefeated, suffer the scourge Entangled.

    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.

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

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

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

    Weapons
    Spoiler:
    Dogslicer
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Slashing
    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 1d6.
    If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.

    Spoiler:
    Shortbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged
    Stealth 5
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
    If proficient, on another character's combat check, freely discard to add 1d6.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Cold Iron Greatsword
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    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.

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

    Spells
    Spoiler:
    Burst Bonds
    CotCT
    Spell 0
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 5
    When a character encounters an Obstacle or Trap barrier, banish to let them evade it; if they are exploring, they may explore again.
    On a local check against an Obstacle or Trap barrier, banish to add 1d8.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 7 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.

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

    Spoiler:
    Frost Ray
    CotCT
    Spell 1
    Traits:
    Arcane
    Attack
    Cold
    Magic
    To Acquire:
    Intelligence
    Arcane 7
    For your combat check, banish to use Arcane + 2d6; if you have a role card, you may add another 1d6.

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


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

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

    Spoiler:
    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:
    Glamered Leather Armor
    Core
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 7
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On your Diplomacy or Stealth check, you may draw this card to add 1d4.

    Spoiler:
    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.

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

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

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


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

    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:
    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.

    Spoiler:
    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.

    Spoiler:
    Harrowed Society Student
    CotCT
    Ally 0
    Traits:
    Arcanist
    Human
    Harrow
    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:
    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.

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

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

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

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

    Current Hour:

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

    Hours Remaining: 27

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 1 MotherMyrtle/TColMaster
    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 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 2 Kess/MatsuKurisu
    Gozreh's Growth
    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    Veteran
    When this is the hour: On your check against an Animal or Elemental card, add 1d4.
    To Acquire:
    Wisdom
    Divine
    Survival 4+#
    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
    Hourglass Card 3 Zetha/morph147:
    Spoiler:
    Hourglass Card 3 Zetha/morph147
    The Desert
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you move during your move step, bury a card.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to move another character to your location.
    Discard to explore. This exploration, on all Constitution checks, add 1d4.
    Hourglass Card 4 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 4 Valeros/JercDewor
    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 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 5 MotherMyrtle/TColMaster
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 6 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 6 Kess/MatsuKurisu
    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 Zetha/morph147:
    Spoiler:
    Hourglass Card 7 Zetha/morph147
    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
    The Hidden Truth
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
    To Acquire:
    Intelligence
    Stealth 4+#
    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.
    Hourglass Card 9 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 9 MotherMyrtle/TColMaster
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    Veteran
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Hourglass Card 10 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 10 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 11 Zetha/morph147:
    Spoiler:
    Hourglass Card 11 Zetha/morph147
    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.
    Hourglass Card 12 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 12 Valeros/JercDewor
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Hourglass Card 13 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 13 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 14 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 14 Kess/MatsuKurisu
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 15 Zetha/morph147:
    Spoiler:
    Hourglass Card 15 Zetha/morph147
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 16 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 16 Valeros/JercDewor
    The Snakebite
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
    To Acquire:
    Intelligence
    Craft 4+#
    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Hourglass Card 17 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 17 MotherMyrtle/TColMaster
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    Veteran
    When this is the hour: After discarding any number of cards as damage, draw a card.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.
    Hourglass Card 18 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 18 Kess/MatsuKurisu
    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 Zetha/morph147:
    Spoiler:
    Hourglass Card 19 Zetha/morph147
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 20 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 20 Valeros/JercDewor
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 21 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 21 MotherMyrtle/TColMaster
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    Veteran
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Hourglass Card 22 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 22 Kess/MatsuKurisu
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 23 Zetha/morph147:
    Spoiler:
    Hourglass Card 23 Zetha/morph147
    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 24 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 24 Valeros/JercDewor
    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 25 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 25 MotherMyrtle/TColMaster
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    Veteran
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Hourglass Card 26 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 26 Kess/MatsuKurisu
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 27 Zetha/morph147:
    Spoiler:
    Hourglass Card 27 Zetha/morph147
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Location #1: Barracks
    Urban
    At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
    When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations' deck lists at the size built.
    When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here: None

    Barracks Card 1:
    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.
    Barracks Card 2:
    Circlet of Mental Acuity
    Core
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Charisma 11
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
    Barracks Card 3:
    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.
    Barracks Card 4:
    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.
    Barracks Card 5:
    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.
    Barracks Card 6:
    Doctor Davaulus
    CotCT
    Story Bane 2
    Type: Monster
    Traits:
    Bard
    Human
    To Defeat:
    Wisdom
    Perception 5
    THEN Combat 9
    If you have the Human trait, the difficulty to defeat is increased by 1d8.
    If undefeated, advance the hour.
    Barracks Card 7:
    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.
    Barracks Card 8:
    Smoke Slayer
    CotCT
    Monster 2
    Traits:
    Elemental
    To Defeat:
    Combat 13
    Resistant to Melee.
    Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
    Barracks Card 9:
    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.
    Barracks Card 10:
    Bloodbug
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.
    Barracks Card 11:
    Guardian Door
    Core
    Barrier 2
    Traits:
    Obstacle
    Task
    To Defeat:
    Intelligence
    Diplomacy
    Disable
    Stealth 8
    If undefeated, reload this barrier into its location, then summon and encounter a monster.

    Location #2: Hospice
    Urban
    At This Location: If you do not explore on your turn, you may either heal 1d4+1 cards or remove 1 of your scourges.
    When Closing: Summon and defeat the story bane Queen's Physician.
    When Permanently Closed: Remove 1 of your scourges.
    M: 0 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: Zetha/morph147, None
    Hospice Card 1:
    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.
    Hospice Card 2:
    White War Paint
    CotCT
    Item 2
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Divine 5
    Display. While displayed:
    * On your checks against Undead banes, add 1d8.
    * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Hospice Card 3:
    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.
    Hospice Card 4:
    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.
    Hospice Card 5:
    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.

    Hospice Card 6:
    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.

    Hospice Card 7 (Henchman Proxy A3):
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #3: Blood Pool
    Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here: None
    Blood Pool Card 1:
    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.
    Blood Pool Card 2:
    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.
    Blood Pool 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.
    Blood Pool Card 4:
    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.
    Blood Pool Card 5:
    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.
    Blood Pool Card 6:
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Blood Pool 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.
    Blood Pool Card 8:
    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.
    Blood Pool Card 9:
    Accursed Priest
    Core
    Monster 1
    Traits:
    Cleric
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 8+##
    Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
    After acting, a local character buries a blessing.
    Blood Pool Card 10:
    Banner of the Ancient Kings
    Core
    Item 2
    Traits:
    Magic
    Object
    To Acquire:
    Charisma
    Diplomacy
    Fortitude
    Melee 10
    Display. While displayed:
    * On all combat checks, add 1. If any character fails a combat check, bury this item.
    * Bury to remove a total of up to 1d4 scourges from any number of characters.
    If proficient with armors, when you would bury this item for its power, you may discard it instead.
    Blood Pool Card 11:
    Heavy Crossbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reload to use Dexterity or Ranged + 1d10.
    On a distant combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Location #4: Office
    Urban
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: Valeros/JercDewor, MotherMyrtle/TColMaster, None
    Office Card 1:
    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.
    Office Card 2:
    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.
    Office Card 3:
    Phantasmal Apparition
    CotCT
    Barrier 1
    Traits:
    Curse
    Task
    Trigger
    Veteran
    To Defeat:
    Intelligence
    Knowledge 6+#
    OR Perception 4+#
    When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
    If undefeated, suffer the scourge Exhausted.
    If defeated, you may examine the top 2 cards of your location.
    Office Card 4:
    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.
    Office Card 5:
    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.
    Office Card 6:
    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.
    Office Card 7:
    Rolth Lamm
    CotCT
    Story Bane 2
    Type: Monster
    Traits:
    Human
    Wizard
    To Defeat:
    Combat 15
    Before acting, a local character summons and encounters the story bane Wight.
    After acting, suffer the scourge Drained.
    If defeated by less than 4, or if undefeated, shuffle this monster into a random location.
    Office Card 8:
    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.
    Office Card 9:
    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.
    Office Card 10:
    Locked Door
    Core
    Barrier 1
    Traits:
    Lock
    Obstacle
    Veteran
    To Defeat:
    Strength
    Melee 10+#
    OR Disable 6+#
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.
    Office Card 11:
    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.

    Location #5: Slaughterhouse
    Urban
    Wild
    At This Location: When you defeat a monster, discard a card.
    When Closing: Banish an ally.
    When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
    M: 3 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 2
    Located/Displayed Here: Kess/MatsuKurisu, None
    Slaughterhouse Card 1:
    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.
    Slaughterhouse Card 2:
    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.
    Slaughterhouse Card 3:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Slaughterhouse Card 4:
    Pig
    CotCT
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 3
    On a local Constitution or Charisma check, recharge to add 1d4.
    Discard to explore. This exploration, when you defeat a monster, heal a card.
    Slaughterhouse Card 5:
    Orc Rager
    CotCT
    Monster 2
    Traits:
    Barbarian
    Orc
    Veteran
    To Defeat:
    Combat 10+##
    Before acting, suffer 1d4 Combat damage.
    Slaughterhouse 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.
    Slaughterhouse Card 7:
    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.
    Slaughterhouse Card 8:
    The Rakshasa
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
    To Acquire:
    Intelligence
    Arcane 4+#
    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.
    Slaughterhouse Card 9:
    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.
    Slaughterhouse Card 10:
    Flaming Mace
    Core
    Weapon 2
    Traits:
    Bludgeoning
    Fire
    Mace
    Magic
    Melee
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.

    Location #6: 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 ?: 7
    Located/Displayed Here: None
    Base Card 1:
    Keppira D'bear
    CotCT
    Supporter 2
    Traits:
    Cleric
    Human
    Display. While displayed:
    * On all checks against Undead banes, add 1d4.
    * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.
    Base Card 2:
    Trinia Sabor
    CotCT
    Supporter 1
    Traits:
    Bard
    Human
    Veteran
    Display. While displayed:
    * On any non-combat check, you may bury to add 1d4+#.
    * ? You may bury to heal a character a card and/or remove a scourge from them.
    Base Card 3:
    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 4:
    Ishani Dhatri
    CotCT
    Supporter 2
    Traits:
    Cleric
    Human
    Display. While displayed:
    * You may bury to heal each local character a card.
    * You may bury to remove a scourge from each local character.
    * ? You may bury to draw a new blessing.
    Base Card 5:
    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 6:
    Cressida Kroft
    CotCT
    Supporter 0
    Traits:
    Human
    Soldier
    Display. While displayed:
    * You may bury to draw a new weapon or armor.
    * ? You may bury to draw a new Attack spell or Healing spell.
    It breaks my heart to see Korvosa tear itself apart.
    Heroes of your caliber are exactly what we need now.
    Base Card 7:
    Thousand Bones
    CotCT
    Supporter 1
    Traits:
    Human
    Shaman
    Display. While displayed:
    * You may bury to heal a character 1d4+1 cards.
    * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.

    Location #7: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1:
    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.
    Cards Not In the Box Card 2:
    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.
    Cards Not In the Box Card 3:
    The Teamster
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: After your first exploration of your turn, you may discard a card to explore.
    To Acquire:
    Constitution
    Diplomacy 4+#
    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.
    Cards Not In the Box Card 4:
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers.
    To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.


  • Out of Turn Updates: None.
    Turn - Hour: Torag's Power.
    Hour Rules: When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
    SOT: None.
    Give Card: None.
    Move: None.
    Location Powers: At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    Free Explore: Henchman Proxy B4; Grey Maiden; Check to defeat Combat 15 or Diplomacy 8; Reveal longsword, reload longsword; Recharge longbow. COMBAT 15: 1d10 + 1d8 + 1d6 + 1d4 + 4 ⇒ (5) + (7) + (3) + (4) + 4 = 23 Success
    Discard to Explore: Reload The Teamster and discard Covering Heavy Shield to explore again; Encounter Frog; To Acquire: Wisdom, Fortitude, Survival 4 FORTITUDE 4: 1d8 + 1d4 + 2 ⇒ (1) + (4) + 2 = 7 Success
    Character Powers: On a local combat (□ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d6; At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
    Valeros ends their turn.
    Valeros attempts to recover all cards in their Recovery pile.
    Valeros resets their hand.
    Summary
    Acquired: The Frog.
    Banished: None.
    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: The Office
    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: The Teamster, Orison, Guide, The Frog, Longsword,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Hero Points: 1
    "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, Elixir of Healing, Cruel Longsword, Teamster, Bastion Boots, Horse, Throwing Axe, Chain Shirt, The Keep, Liquid Courage
    Recharged: Longbow, Covering Heavy Shield,
    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 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: Benefaction
    Hour Rules: None
    SOT: None
    Give Card: None
    Move: Blood Pool
    Location Powers: After you discard cards as damage, bury a card from your discards.
    Explore: Thieve's Tools

    Dex 4: 1d4 ⇒ 2
    Fail!
    -Discard CAT to explore

    Fiery Glare Arcane 5: 1d12 + 1d4 + 2 ⇒ (7) + (4) + 2 = 13
    Acquired
    --Discard Incitation to Explore
    The Trumpet - Heal Ally (Cat)
    Queen's Physician Fort 7: 3d8 + 1 ⇒ (4, 1, 3) + 1 = 9
    Banished
    --Closing Bury Fiery Glare, Noxious Bomb

    Move to Barracks

    MM ends their turn.

    MM attempts to recover all cards in their Recovery pile.

    MM resets their hand.

    [u]Summary[/u]
    Acquired: Fiery Glare
    Banished: Henchmen A
    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: Incitation, Sage, Acid Arrow, Deflect, Snake, Immolate,

    Displayed:
    Deck: 12 Discard: 0 Buried: 3
    "Hero Points: 0
    XP: 6"
    "NOTES:
    Available Support: Blessings are available for use.
    Movement: Proficient with: Alchemical, Arcane, Divine, Liquid
    Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location! If my location closes, please move me to the first unoccupied location."

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cat, Blast Stone, Acid Flask, Orison, Magic Chain Mail, Elizir of Healing, Clockwork Servant, Wand of Acid Burst
    Recharged:
    Discard Pile:
    Buried Pile: The Trumpet, Fiery Glare, Noxious Bomb,
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Constitution +1
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Survival: Wisdom +2
    Craft: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3

    Favored Card: {list favored card here}
    Hand Size: 6 ☐ 7
    Proficiencies:
    {list proficiencies here}
    POWERS:
    You may use your Wisdom skill for your Arcane ([X] or Divine) check.
    When you would banish (☐ or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's adventure deck number. 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: Gozreh's Growth
    When this is the hour: On your check against an Animal or Elemental card, add 1d4.

    Start of Turn

    At: #5: Slaughterhouse
    Give: No
    Move: No
    At This Location: WWhen you defeat a monster, discard a card.

    Free explore = 1: Mouse, Ally 0: Wisdom 4

    Spoiler:
    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.

    Wisdom 1d4, Bury lt Ausio Carowyn +2d12
    Wisdom 4: 1d4 + 2d12 ⇒ (4) + (7, 8) = 19 - acquired

    Discard Stone Weasel, explore, +1d4 vs items =
    2: Rat Swarm, Monster 0: Combat 9

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

    Kess Melee (Magic) 1d10+1+3+1d12, Reveal Iron Knuckles +1d4,
    Combat 9: 1d10 + 1 + 3 + 1d12 + 1d4 ⇒ (6) + 1 + 3 + (9) + (1) = 20 - Banished
    Location.Defeat a monster, discard (Verdant Rager)
    Kess heal card#: 1d3 ⇒ 2 - (Stone Weasel)

    Recharge hw The Sickness, explore (if take damage, gain Plagued)
    Played Harrow, recharge Ally (Verdant Rager), banish Scourge (None)
    3: Henchman Proxy A2

    Queen's Physician :
    Queen's Physician
    Story Bane Monster 2

    Traits:
    Human
    Rogue

    Check:
    Combat
    11
    OR
    Fortitude
    Stealth
    7

    Powers:
    Resistant to Attack and Poison.
    If undefeated, suffer the scourge Plagued.


    Kess Melee (Magic) 1d10+1+3+1d12, Reveal Iron Knuckles +1d4,
    Combat 11: 1d10 + 1 + 3 + 1d12 + 1d4 ⇒ (2) + 1 + 3 + (9) + (2) = 17 - Banished
    Location.Defeat a monster, discard (Wolfhide Armor)
    Kess heal card#: 1d2 ⇒ 2 (Wolfhide Armor)

    #5: Slaughterhouse.When Closing: Banish an ally (ac Mouse).
    When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
    Office Card 3: Phantasmal Apparition, Barrier 1 - Ignore Trigger
    Hospice Card 1: Craftsman, Ally 1 - Banished
    Barracks Card 1: Full Plate, Armor 1

    Location closed, move to Base

    Kess ends her turn.

    Kess attempts to recover all cards in her Recovery pile.

    Kess resets her hand.
    Discard
    Draw up Fire Gecko, Crowbar, Crocodile Skin Madu, Verdant Rager

    Summary
    Location = #5: Slaughterhouse - CLOSED
    Acquired = 1: Mouse
    Banished = 2: Rat Swarm, 3: Henchman Proxy A2
    Examined =
    Office Card 3: Phantasmal Apparition, Barrier 1 - Ignore Trigger
    Hospice Card 1: Craftsman, Ally 1 - Banished
    Barracks Card 1: Full Plate, Armor 1

    From Box =
    Displayed =
    Give =
    Used = Paizo reroll

    Other = Kess move to Base

    "

    Kess wrote:

    Hand: Wolfhide Armor, Iron Knuckles, Stone Weasel, lt Ausio Carowyn, Verdant Rager, hw The Sickness, Blessing of Gozreh,

    Displayed:
    Deck: 9 Discard: 1 Buried: 0
    Hero Points: 1
    NOTES:
    Available Support: Distant: Blessings available
    Local: Ally recharge powers available
    Other: Other: On Close, Move to Base.

    Skills and Powers:
    SKILLS

    Strength d10 ☑ +1
    - 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.

    Valeros is to look into turn regarding teamster which I believe should have been discarded and shield retained (but his power could be used to recharge at end if desired) as well as the d4 for acquiring frog.

    During This Adventure:

  • The Harrow suit is Shields.
  • Add 1d4 to Constitution non-combat checks.
  • When you play your harrow, you may heal an ally and may remove 1 of your scourges

    Adventure Path & Setup Rules:

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

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

    During This Scenario: SCENARIO CotCT-2C The Queen's Hospitality

  • When you encounter a Gray Maiden bane or a Queen's Physician, you may succeed at a Diplomacy, Perception, or Stealth 5 check to evade the encounter; if you do, you may reload or recharge the bane into its location.

    Additional Rules: THREAT LIST:
    Dangers: Gray Maiden Guard, Queen's Physician
    Villain: None
    Closing Henchmen: Doctor Davaulus, Rolth Lamm, Queen's
    Physicians - Proxy A
    Non-Closing Henchmen: Gray Maiden Guard - Proxy B

    Scenario Level (#): 2

    Turn: 6, Zetha/morph147

    Random Cards:

    Monsters
    Spoiler:
    Infantry Devil
    CotCT
    Monster 2
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 14
    OR Arcane 9
    Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
    If undefeated, suffer the scourge Plagued.

    Spoiler:
    Mimic
    Core
    Monster 2
    Traits:
    Aberration
    Trap
    To Defeat:
    Combat 15
    OR Wisdom
    Perception 9
    On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
    If undefeated, suffer the scourge Entangled.

    Spoiler:
    Guardian Zombie
    CotCT
    Monster 2
    Traits:
    Undead
    Zombie
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Cold, Electricity, Mental and Poison.
    If undefeated, suffer the scourge Plagued.

    Spoiler:
    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.

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

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

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

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

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

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

    Spoiler:
    Sword Cane
    CotCT
    Weapon 0
    Traits:
    Bludgeoning
    Finesse
    Melee
    Staff
    To Acquire:
    Strength
    Melee
    Stealth 6
    For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
    At the end of your turn, recharge to move.

    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:
    Heavy Crossbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reload to use Dexterity or Ranged + 1d10.
    On a distant combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

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

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

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


    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:
    Sleep
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 7
    When a local character encounters a monster, banish; they evade it.
    On a local check against a monster or an ally, banish to add 1d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

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

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

    Spoiler:
    Magic Klar
    CotCT
    Armor 2
    Traits:
    Offhand
    Shield
    Magic
    To Acquire:
    Constitution
    Fortitude
    Melee
    Survival 9
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    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.

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

    Spoiler:
    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.

    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:
    Ring of Evasion
    CotCT
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Arcane
    Craft 9
    When you encounter a bane, recharge to evade it.
    When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1.

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

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

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

    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.

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

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

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

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

    Hour Power: When you move during your move step, bury a card.

    Current Hour:

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

    Hours Remaining: 24

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 1 Valeros/JercDewor
    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 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 2 MotherMyrtle/TColMaster
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 3 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 3 Kess/MatsuKurisu
    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 4 Zetha/morph147:
    Spoiler:
    Hourglass Card 4 Zetha/morph147
    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
    The Hidden Truth
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
    To Acquire:
    Intelligence
    Stealth 4+#
    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.
    Hourglass Card 6 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 6 MotherMyrtle/TColMaster
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    Veteran
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Hourglass Card 7 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 7 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 8 Zetha/morph147:
    Spoiler:
    Hourglass Card 8 Zetha/morph147
    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.
    Hourglass Card 9 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 9 Valeros/JercDewor
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Hourglass Card 10 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 10 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 11 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 11 Kess/MatsuKurisu
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 12 Zetha/morph147:
    Spoiler:
    Hourglass Card 12 Zetha/morph147
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 13 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 13 Valeros/JercDewor
    The Snakebite
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
    To Acquire:
    Intelligence
    Craft 4+#
    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Hourglass Card 14 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 14 MotherMyrtle/TColMaster
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    Veteran
    When this is the hour: After discarding any number of cards as damage, draw a card.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.
    Hourglass Card 15 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 15 Kess/MatsuKurisu
    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 Zetha/morph147:
    Spoiler:
    Hourglass Card 16 Zetha/morph147
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 17 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 17 Valeros/JercDewor
    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 18 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 18 MotherMyrtle/TColMaster
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    Veteran
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Hourglass Card 19 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 19 Kess/MatsuKurisu
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 20 Zetha/morph147:
    Spoiler:
    Hourglass Card 20 Zetha/morph147
    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 21 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 21 Valeros/JercDewor
    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 22 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 22 MotherMyrtle/TColMaster
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    Veteran
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Hourglass Card 23 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 23 Kess/MatsuKurisu
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 24 Zetha/morph147:
    Spoiler:
    Hourglass Card 24 Zetha/morph147
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Location #1: Barracks
    Urban
    At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
    When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations' deck lists at the size built.
    When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here: MotherMyrtle/TColMaster, None

    Barracks Card 1 (Full Plate):
    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.
    Barracks Card 2:
    Circlet of Mental Acuity
    Core
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Charisma 11
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
    Barracks Card 3:
    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.
    Barracks Card 4:
    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.
    Barracks Card 5:
    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.
    Barracks Card 6:
    Doctor Davaulus
    CotCT
    Story Bane 2
    Type: Monster
    Traits:
    Bard
    Human
    To Defeat:
    Wisdom
    Perception 5
    THEN Combat 9
    If you have the Human trait, the difficulty to defeat is increased by 1d8.
    If undefeated, advance the hour.
    Barracks Card 7:
    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.
    Barracks Card 8:
    Smoke Slayer
    CotCT
    Monster 2
    Traits:
    Elemental
    To Defeat:
    Combat 13
    Resistant to Melee.
    Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
    Barracks Card 9:
    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.
    Barracks Card 10:
    Bloodbug
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.
    Barracks Card 11:
    Guardian Door
    Core
    Barrier 2
    Traits:
    Obstacle
    Task
    To Defeat:
    Intelligence
    Diplomacy
    Disable
    Stealth 8
    If undefeated, reload this barrier into its location, then summon and encounter a monster.

    Location #2: Hospice
    Urban
    At This Location: If you do not explore on your turn, you may either heal 1d4+1 cards or remove 1 of your scourges.
    When Closing: Summon and defeat the story bane Queen's Physician.
    When Permanently Closed: Remove 1 of your scourges.
    M: 0 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Zetha/morph147, None
    Hospice Card 1:
    White War Paint
    CotCT
    Item 2
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Divine 5
    Display. While displayed:
    * On your checks against Undead banes, add 1d8.
    * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Hospice Card 2:
    Henchman Proxy B2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Hospice Card 3:
    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.
    Hospice Card 4:
    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.

    Hospice Card 5:
    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.

    Hospice Card 6 (Henchman Proxy A3):
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #4: Office
    Urban
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Valeros/JercDewor, None
    Office Card 1 (Phantasmal Apparition):
    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.
    Office 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.
    Office Card 3:
    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.
    Office Card 4:
    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.
    Office Card 5:
    Rolth Lamm
    CotCT
    Story Bane 2
    Type: Monster
    Traits:
    Human
    Wizard
    To Defeat:
    Combat 15
    Before acting, a local character summons and encounters the story bane Wight.
    After acting, suffer the scourge Drained.
    If defeated by less than 4, or if undefeated, shuffle this monster into a random location.
    Office Card 6:
    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.
    Office Card 7:
    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.
    Office Card 8:
    Locked Door
    Core
    Barrier 1
    Traits:
    Lock
    Obstacle
    Veteran
    To Defeat:
    Strength
    Melee 10+#
    OR Disable 6+#
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.
    Office Card 9:
    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.

    Location #6: 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 ?: 7
    Located/Displayed Here: Kess/MatsuKurisu, None
    Base Card 1:
    Keppira D'bear
    CotCT
    Supporter 2
    Traits:
    Cleric
    Human
    Display. While displayed:
    * On all checks against Undead banes, add 1d4.
    * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.
    Base Card 2:
    Trinia Sabor
    CotCT
    Supporter 1
    Traits:
    Bard
    Human
    Veteran
    Display. While displayed:
    * On any non-combat check, you may bury to add 1d4+#.
    * ? You may bury to heal a character a card and/or remove a scourge from them.
    Base Card 3:
    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 4:
    Ishani Dhatri
    CotCT
    Supporter 2
    Traits:
    Cleric
    Human
    Display. While displayed:
    * You may bury to heal each local character a card.
    * You may bury to remove a scourge from each local character.
    * ? You may bury to draw a new blessing.
    Base Card 5:
    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 6:
    Cressida Kroft
    CotCT
    Supporter 0
    Traits:
    Human
    Soldier
    Display. While displayed:
    * You may bury to draw a new weapon or armor.
    * ? You may bury to draw a new Attack spell or Healing spell.
    It breaks my heart to see Korvosa tear itself apart.
    Heroes of your caliber are exactly what we need now.
    Base Card 7:
    Thousand Bones
    CotCT
    Supporter 1
    Traits:
    Human
    Shaman
    Display. While displayed:
    * You may bury to heal a character 1d4+1 cards.
    * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.

    Location #7: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1:
    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.
    Cards Not In the Box Card 2:
    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.
    Cards Not In the Box Card 3:
    The Teamster
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: After your first exploration of your turn, you may discard a card to explore.
    To Acquire:
    Constitution
    Diplomacy 4+#
    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.
    Cards Not In the Box Card 4:
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers.
    To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.


  • Zetha's Deck Handler

    Hour is The Desert
    Hour power is When you move during your move step, bury a card.

    Start of turn
    Draw 2 random monsters from the box.

    RM#1: Infantry Devil
    RM#2: Mimic

    first explore
    Encounter White War Paint. Banish Mimic to use Stealth. +2 from stalking armor.

    Stealth 5: 1d10 + 5 + 2 ⇒ (7) + 5 + 2 = 14 Success. Display White War Paint

    Second Explore
    Discard The Bky Sky to explore again. Encounter Hospice Card 2: Henchman Proxy B2. Will use stealth to evade
    Stealth 5: 1d10 + 5 + 2 ⇒ (4) + 5 + 2 = 11 Recharge Henchman

    Third Explore
    Discard Crow to explore. Encounter Life Drain. 1d4 from crow
    Arcane 7: 1d10 + 2 + 1d4 ⇒ (8) + 2 + (4) = 14 Success

    Fourth Explore
    Discard Apprentice to explore again. Encounter Hospice Card 4: Toxic Cloud
    Banish Infantry Devil to use stealth. Reveal stalking armor to add 2 to the check.
    Stealth 8: 1d10 + 5 + 2 ⇒ (4) + 5 + 2 = 11 Success

    End turn
    reset hand end turn

    "

    Zetha wrote:

    Hand: Black Spot, Evolution Surge, Toxic Cloud, Life Drain, Stalking Armor, Blessing of Pharasma,

    Displayed: Ahtez,
    Deck: 15 Discard: 4 Buried: 0
    Current Location: Base
    Hero Points: 2
    NOTES:
    Available Support: ask for blessings except againist henchmen/villian
    Movement: Move me to wherever MM is at.
    Other: plan is to dig up spells at the Hospice to get better spells in deck

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Augury, Staff of Minor Healing (Core), Troubadour (Core), Summon Steed, Summon Minor Monster, The Beating, Blessing of the Gods (1), Researcher, Blessing of the Gods (2), Soldier, White War Paint, Bound Imp (Core), Sage's Journal (Core), Enchanted Fang, Blessing of the Gods (3)
    Recharged:
    Discard Pile: The Waxworks, The Big Sky, Crow , Apprentice,
    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
    From Box = RM#1, RM#2
    Acquired = Hospice #1, #3, #4

    Notes= Hospice Card 2: Henchman Proxy B2 recharged to bottom of location.


    Out of Turn Updates: None.
    Turn - Hour: The Liar.
    Hour Rules: When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
    SOT: None.
    Give Card: None.
    Move: The Barracks.
    Location Powers: At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
    Free Explore: Full Plate; To Acquire: Constitution or Fortitude 9; two allies increase difficulty increased by 2; discard Orison to bless; add 1d4 because of scenario FORTITUDE 11: 2d8 + 1d4 + 2 ⇒ (5, 8) + (3) + 2 = 18 Success.
    Character Powers: None.
    Valeros ends their turn.
    Valeros attempts to recover all cards in their Recovery pile.
    Valeros resets their hand.
    Summary
    Acquired: Full Plate.
    Banished: None.
    Examined: None.
    Random Card(s) Used: None.
    Displayed: Full Plate.
    Other Player(s) Resources Used: None.
    Actions needed by other Player(s): None.

    (Optional) Current Location: The Barracks
    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: The Teamster, Cruel Longsword, Guide, The Frog, Longsword,

    Displayed: Full Plate,
    Deck: 12 Discard: 1 Buried: 0
    Hero Points: 1
    "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): Teamster, Bastion Boots, Elixir of Healing, Throwing Axe, The Keep, Half-Plate, Chain Shirt, Liquid Courage, Horse
    Recharged: Longbow, Covering Heavy Shield,
    Discard Pile: Orison,
    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 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: Gorum's Iron
    Hour Rules: On your non-Attack combat check, add 1.
    SOT: None
    Give Card: None
    Move: Hospice
    Location Powers: If you do not explore on your turn, you may either heal 1d4+1 cards or remove 1 of your scourges.
    Explore: Immolate

    WIS 5: 1d12 + 1 ⇒ (8) + 1 = 9
    Acquired
    -Discard SAGE to explore
    Immolate, Incitation
    Queen's Physician Combat 15: 2d12 + 2d4 + 1 ⇒ (6, 2) + (2, 4) + 1 = 15
    Defeated
    Immolate 2, Blessing of Pharasma (Zetha)
    Queen's Physician Combat 15: 3d12 + 2d4 + 1 ⇒ (5, 11, 9) + (2, 3) + 1 = 31
    CLOSED

    MOVE TO BARRACKS!

    MM ends their turn.

    MM attempts to recover all cards in their Recovery pile.
    Immolate Arcane 7: 1d12 + 1 ⇒ (8) + 1 = 9
    Immolate 2 Arcane 7: 1d12 + 1 ⇒ (5) + 1 = 6
    MM resets their hand.

    [u]Summary[/u]
    Acquired: Sage
    Banished: Henchmen A (twice!)
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: Zetha - Blessing of Pharasma
    Actions needed by other Player(s): None

    Mother Myrtle wrote:

    Hand: Blast Stone, Orison, Acid Arrow, Deflect, Snake, Clockwork Servant,

    Displayed:
    Deck: 11 Discard: 3 Buried: 3
    "Hero Points: 0
    XP: 6"
    "NOTES:
    Available Support: Blessings are available for use.
    Movement: Proficient with: Alchemical, Arcane, Divine, Liquid
    Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location! If my location closes, please move me to the first unoccupied location."

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Wand of Acid Burst, Acid Flask, Magic Chain Mail, Cat, Elizir of Healing
    Recharged: Immolate,
    Discard Pile: Sage, Incitation, Immolate 2,
    Buried Pile: The Trumpet, Fiery Glare, Noxious Bomb,
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Constitution +1
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Survival: Wisdom +2
    Craft: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3

    Favored Card: {list favored card here}
    Hand Size: 6 ☐ 7
    Proficiencies:
    {list proficiencies here}
    POWERS:
    You may use your Wisdom skill for your Arcane ([X] or Divine) check.
    When you would banish (☐ or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's adventure deck number. 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: The Carnival
    When this is the hour: All damage is Mental damage that cannot be reduced.

    Start of Turn

    At: #6: Base
    Give: No
    Move: #1: Barracks
    At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.

    Free explore = 2: Circlet of Mental Acuity, Item 2: Charisma 11

    Spoiler:
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Charisma 11
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.

    Charisma 1d8, discard Blessing of Gozreh +1d8
    Charisma 11: 1d8 + 1d8 ⇒ (4) + (4) = 8 - Banished

    Discard Verdant Rager, explore, +1d6 vs combat & survival =
    3: The Brass Dwarf, Blessing 1 (Harrow): Fortitude 6(4+2)

    Spoiler:
    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.

    Fortitude 1d8+1, Harrow +1d4
    Fortitude 6: 1d8 + 1 + 1d4 ⇒ (6) + 1 + (2) = 9- Acquired

    Discard ac The Brass Dwarf, explore =
    4: Archer, Ally 0: Diplomacy 4

    Spoiler:
    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.

    Diplomacy 1d8+1, Reveal Iron Knuckles +1d4
    Diplomacy 4: 1d8 + 1 + 1d4 ⇒ (5) + 1 + (1) = 7 - Acquired

    Discard ac Archer explore, +1d4 on Dex and ranged =
    5: Quarterstaff, Weapon 0: Melee 4

    Spoiler:
    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.

    Take 0 - Banished

    Kess ends her turn.

    Kess attempts to recover all cards in her Recovery pile.

    Kess resets her hand.
    Discard
    Draw up Erutaki Coat, Stone Weasel

    Summary
    Location = #1: Barracks
    Acquired = 3: The Brass Dwarf, 4: Archer
    Banished = 2: Circlet of Mental Acuity, 5: Quarterstaff
    Examined =

    From Box =
    Displayed =
    Give =
    Used =

    Other =
    "

    Kess wrote:

    Hand: Crocodile Skin Madu, Iron Knuckles, Crowbar, Fire Gecko, Erutaki Coat, Stone Weasel,

    Displayed:
    Deck: 7 Discard: 5 Buried: 1
    Hero Points: 1
    NOTES:
    Available Support: Distant:
    Local: Ally recharge powers available
    Other: Other: On Close, Move to Base.

    Skills and Powers:
    SKILLS

    Strength d10 ☑ +1
    - 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 Lost
    Hour power is When you would recharge a Magic boon, discard it instead.

    Start of turn
    2 random monsters from the box
    RM#3: Guardian Zombie
    RM#4: Plaguebearer

    Give
    Give Mother Myrtle Life Drain

    Move
    Move to Office.

    First explore
    Encounter Office Card 1: Phantasmal Apparition

    Banish Plaguebearer to use stealth in place of Perception. Reveal stalking armor to add 2

    Stealth 4+2: 1d10 + 5 + 2 ⇒ (4) + 5 + 2 = 11 Success. When defeated examine the top two cards of the location

    Office Card 2: Starknife
    Office Card 3: Enhance

    Reset hand. end turn

    "

    Zetha wrote:

    Hand: Black Spot, Evolution Surge, Toxic Cloud, Augury, Stalking Armor, Guardian Zombie,

    Displayed: Ahtez, White War Paint,
    Deck: 13 Discard: 5 Buried: 0
    Current Location: Base
    Hero Points: 2
    NOTES:
    Available Support: ask for blessings except againist henchmen/villian
    Movement: Move me to wherever MM is at.
    Other: plan is to dig up spells at the Hospice to get better spells in deck

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Soldier, Summon Steed, Blessing of the Gods (3), The Beating, Staff of Minor Healing (Core), Summon Minor Monster, Researcher, Enchanted Fang, Sage's Journal (Core), Bound Imp (Core), Blessing of the Gods (1), Blessing of the Gods (2), Troubadour (Core)
    Recharged:
    Discard Pile: The Waxworks, The Big Sky, Crow , Apprentice, Blessing of Pharasma,
    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=office
    banish = office #1
    examine = office #2, #3


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

    On MM's turn:
    Core sage explore is a little wonky..technically since 2 cards are there you would have had a 50/50 change to encounter the right card...hand waving that
    Queen's Physician was actually easier with a DC 11 rather than 15 f or both checks.
    On Kess' turn:
    Kess avoided diplomacy on circlet but used it on archer which should have meant subtracting a d4 due to location..hand waving that as well since check would have still succeeeded 75% if a d4 was rolled now

    During This Adventure:

  • The Harrow suit is Shields.
  • Add 1d4 to Constitution non-combat checks.
  • When you play your harrow, you may heal an ally and may remove 1 of your scourges

    Adventure Path & Setup Rules:

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

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

    During This Scenario: SCENARIO CotCT-2C The Queen's Hospitality

  • When you encounter a Gray Maiden bane or a Queen's Physician, you may succeed at a Diplomacy, Perception, or Stealth 5 check to evade the encounter; if you do, you may reload or recharge the bane into its location.

    Additional Rules: THREAT LIST:
    Dangers: Gray Maiden Guard, Queen's Physician
    Villain: None
    Closing Henchmen: Doctor Davaulus, Rolth Lamm, Queen's
    Physicians - Proxy A
    Non-Closing Henchmen: Gray Maiden Guard - Proxy B

    Scenario Level (#): 2

    Turn: 11, Valeros/JercDewor

    Random Cards:

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

    Spoiler:
    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:
    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:
    Pixie Gang
    Core
    Monster 2
    Traits:
    Fey
    Swarm
    To Defeat:
    Combat 13
    OR Dexterity
    Acrobatics 10
    On the check to defeat, add the number of other local characters.
    If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.

    Spoiler:
    Faceless Stalker
    Core
    Monster 2
    Traits:
    Aberration
    To Defeat:
    Combat 12
    Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
    Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.

    Barriers
    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:
    Thunderstorm
    Core
    Barrier 2
    Traits:
    Obstacle
    Weather
    To Defeat:
    None 0
    Display this barrier at your location.
    While displayed:
    * When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.

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

    Spoiler:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.

    Spoiler:
    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.

    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:
    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:
    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.

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

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

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

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


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

    Spoiler:
    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.

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

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

    Spoiler:
    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.

    Items
    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.

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

    Spoiler:
    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.

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

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


    Allies
    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:
    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.

    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:
    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:
    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.

    Blessings
    Spoiler:
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.

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

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

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

    Spoiler:
    The 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.

    Hour Power: The first time you examine cards this turn, heal 1d4-1 cards.

    Current Hour:

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

    Hours Remaining: 19

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 1 MotherMyrtle/TColMaster
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    Veteran
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Hourglass Card 2 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 2 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 3 Zetha/morph147:
    Spoiler:
    Hourglass Card 3 Zetha/morph147
    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.
    Hourglass Card 4 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 4 Valeros/JercDewor
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Hourglass Card 5 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 5 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 6 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 6 Kess/MatsuKurisu
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 7 Zetha/morph147:
    Spoiler:
    Hourglass Card 7 Zetha/morph147
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 8 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 8 Valeros/JercDewor
    The Snakebite
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
    To Acquire:
    Intelligence
    Craft 4+#
    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Hourglass Card 9 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 9 MotherMyrtle/TColMaster
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    Veteran
    When this is the hour: After discarding any number of cards as damage, draw a card.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.
    Hourglass Card 10 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 10 Kess/MatsuKurisu
    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 Zetha/morph147:
    Spoiler:
    Hourglass Card 11 Zetha/morph147
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 12 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 12 Valeros/JercDewor
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 13 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 13 MotherMyrtle/TColMaster
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    Veteran
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Hourglass Card 14 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 14 Kess/MatsuKurisu
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 15 Zetha/morph147:
    Spoiler:
    Hourglass Card 15 Zetha/morph147
    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 16 Valeros/JercDewor:
    Spoiler:
    Hourglass Card 16 Valeros/JercDewor
    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 17 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 17 MotherMyrtle/TColMaster
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    Veteran
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Hourglass Card 18 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 18 Kess/MatsuKurisu
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 19 Zetha/morph147:
    Spoiler:
    Hourglass Card 19 Zetha/morph147
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Location #1: Barracks
    Urban
    At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
    When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations' deck lists at the size built.
    When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Kess/MatsuKurisu, Valeros/JercDewor, MotherMyrtle/TColMaster, None

    Barracks Card 1:
    Doctor Davaulus
    CotCT
    Story Bane 2
    Type: Monster
    Traits:
    Bard
    Human
    To Defeat:
    Wisdom
    Perception 5
    THEN Combat 9
    If you have the Human trait, the difficulty to defeat is increased by 1d8.
    If undefeated, advance the hour.
    Barracks Card 2:
    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.
    Barracks Card 3:
    Smoke Slayer
    CotCT
    Monster 2
    Traits:
    Elemental
    To Defeat:
    Combat 13
    Resistant to Melee.
    Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
    Barracks Card 4:
    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.
    Barracks Card 5:
    Bloodbug
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.
    Barracks Card 6:
    Guardian Door
    Core
    Barrier 2
    Traits:
    Obstacle
    Task
    To Defeat:
    Intelligence
    Diplomacy
    Disable
    Stealth 8
    If undefeated, reload this barrier into its location, then summon and encounter a monster.

    Location #4: Office
    Urban
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Zetha/morph147, None
    Office Card 1 (Starknife):
    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.
    Office Card 2 (Enhance):
    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.
    Office Card 3:
    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.
    Office Card 4:
    Rolth Lamm
    CotCT
    Story Bane 2
    Type: Monster
    Traits:
    Human
    Wizard
    To Defeat:
    Combat 15
    Before acting, a local character summons and encounters the story bane Wight.
    After acting, suffer the scourge Drained.
    If defeated by less than 4, or if undefeated, shuffle this monster into a random location.
    Office Card 5:
    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.
    Office Card 6:
    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.
    Office Card 7:
    Locked Door
    Core
    Barrier 1
    Traits:
    Lock
    Obstacle
    Veteran
    To Defeat:
    Strength
    Melee 10+#
    OR Disable 6+#
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.
    Office Card 8:
    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.

    Location #6: 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 ?: 7
    Located/Displayed Here: None
    Base Card 1:
    Keppira D'bear
    CotCT
    Supporter 2
    Traits:
    Cleric
    Human
    Display. While displayed:
    * On all checks against Undead banes, add 1d4.
    * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.
    Base Card 2:
    Trinia Sabor
    CotCT
    Supporter 1
    Traits:
    Bard
    Human
    Veteran
    Display. While displayed:
    * On any non-combat check, you may bury to add 1d4+#.
    * ? You may bury to heal a character a card and/or remove a scourge from them.
    Base Card 3:
    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 4:
    Ishani Dhatri
    CotCT
    Supporter 2
    Traits:
    Cleric
    Human
    Display. While displayed:
    * You may bury to heal each local character a card.
    * You may bury to remove a scourge from each local character.
    * ? You may bury to draw a new blessing.
    Base Card 5:
    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 6:
    Cressida Kroft
    CotCT
    Supporter 0
    Traits:
    Human
    Soldier
    Display. While displayed:
    * You may bury to draw a new weapon or armor.
    * ? You may bury to draw a new Attack spell or Healing spell.
    It breaks my heart to see Korvosa tear itself apart.
    Heroes of your caliber are exactly what we need now.
    Base Card 7:
    Thousand Bones
    CotCT
    Supporter 1
    Traits:
    Human
    Shaman
    Display. While displayed:
    * You may bury to heal a character 1d4+1 cards.
    * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.

    Location #7: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1:
    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.
    Cards Not In the Box Card 2:
    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.
    Cards Not In the Box Card 3:
    The Teamster
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: After your first exploration of your turn, you may discard a card to explore.
    To Acquire:
    Constitution
    Diplomacy 4+#
    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.
    Cards Not In the Box Card 4:
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers.
    To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.


  • TColMaster Mother Myrtle Alc/Arc/Support

    ==================
    ==================
    ==================
    ==================
    PROXY TURN FOR VALEROS

    Out of Turn Updates: None

    Turn - Hour: The Hidden Truth
    Hour Rules: The first time you examine cards this turn, heal 1d4-1 cards.
    Heal: 1d4 - 1 ⇒ (1) - 1 = 0

    SOT: None
    Give Card: None
    Move: XX -> YY
    Location Powers: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
    Explore: Doctor Davaulus

    Diffuculty Increase: 1d8 ⇒ 2
    The Teamster - MM Orison
    WIS 7: 2d8 ⇒ (4, 8) = 12
    Cruel Longsword
    Combat 11: 1d10 + 4 + 1d8 + 1 + 1d4 ⇒ (1) + 4 + (7) + 1 + (2) = 15

    Cruel Longsword - MM Blast Stone - Reload Longsword
    Close Check 18: 1d10 + 4 + 1d8 + 1 + 3d4 + 1d6 ⇒ (5) + 4 + (6) + 1 + (2, 3, 2) + (3) = 26

    LOCATION CLOSED Move to Office
    Valeros ends their turn.

    Valeros attempts to recover all cards in their Recovery pile.

    Valeros 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


    TColMaster Mother Myrtle Alc/Arc/Support

    Out of Turn Updates: Orison, Blast Stone used

    Turn - Hour: Cayden Cailean's Revelry
    Hour Rules: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    SOT: None
    Give Card: None
    Move: XX -> YY
    Location Powers: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    Explore: Starknife

    Starknife STR 6: 1d4 ⇒ 4
    Failed, Banished
    -Discard SNAKE to explore
    Enhance WIS 5: 1d12 + 2 ⇒ (7) + 2 = 9
    Acquired
    -Bury Clockwork Servant to Explore

    Blast Stone Craft 4: 1d12 + 4 ⇒ (2) + 4 = 6

    MM ends their turn.

    MM attempts to recover all cards in their Recovery pile.
    Blast Stone Craft 6: 1d12 + 4 ⇒ (7) + 4 = 11

    MM resets their hand.

    [u]Summary[/u]
    Acquired: Enhance
    Banished: Starknife
    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: Enhance, Blast Stone 2, Acid Arrow, Deflect, Immolate, Magic Chain Mail,

    Displayed:
    Deck: 12 Discard: 4 Buried: 4
    "Hero Points: 0
    XP: 6"
    "NOTES:
    Available Support: Blessings are available for use.
    Movement: Proficient with: Alchemical, Arcane, Divine, Liquid
    Other: Hi I'm Mother Myrtle! Please bot me if I need to Guard my location! If my location closes, please move me to the first unoccupied location."

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cat, Acid Flask, Wand of Acid Burst, Elizir of Healing
    Recharged: Blast Stone,
    Discard Pile: Sage, Incitation, Orison, Snake,
    Buried Pile: The Trumpet, Fiery Glare, Noxious Bomb, Clockwork Servant,
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Constitution +1
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Survival: Wisdom +2
    Craft: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3

    Favored Card: {list favored card here}
    Hand Size: 6 ☐ 7
    Proficiencies:
    {list proficiencies here}
    POWERS:
    You may use your Wisdom skill for your Arcane ([X] or Divine) check.
    When you would banish (☐ or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's adventure deck number. 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

    On Valeros' turn, Barracks closed. No Attack, Melee, or Ranged boon to heal.
    Move to #6: Base

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

    Blessing = #2 Kess/Matsu Kurisu: The Empty Throne
    When this is the hour: On your check, you may banish a boon to reroll a die.

    Start of Turn

    At: #6: Base
    Give: No
    Move: #4: Office
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.

    Free explore = 4: Rolth Lamm, Story Bane 2: Combat 15

    Spoiler:
    Type: Monster
    Traits:
    Human
    Wizard
    To Defeat:
    Combat 15
    Before acting, a local character summons and encounters the story bane Wight.
    After acting, suffer the scourge Drained.
    If defeated by less than 4, or if undefeated, shuffle this monster into a random location.

    BYA summons and encounters the story bane Wight, Combat 14(10+2+2)
    Spoiler:
    Undead, Wight, Veteran
    Immune to Mental and Poison.
    Before acting, suffer 1 Cold damage.
    If undefeated, suffer the scourge Drained.

    BYA 1 Cold, recharge Stone Weasel -1 to 0
    Kess.Melee 1d10+1+3+1d12, Recharge Crocodile Skin Madu +1d4, Reveal Iron Knuckles +1d4
    Combat 14: 1d10 + 1 + 3 + 1d12 + 1d4 + 1d4 ⇒ (6) + 1 + 3 + (9) + (2) + (1) = 22 - Banished
    Kess.Heal card#: 1d5 ⇒ 1 (Zellara's Harrow Deck)

    Encountering 4: Rolth Lamm
    Kess.Melee 1d10+1+3+1d12, Discard Fire Gecko +1d4, Reveal Iron Knuckles +1d4,
    Combat 15: 1d10 + 1 + 3 + 1d12 + 1d4 + 1d4 ⇒ (3) + 1 + 3 + (11) + (1) + (1) = 20 - Banished
    Kess.Heal card#: 1d5 ⇒ 2 (Verdant Rager)
    AYA Kess is DRAINED

    Location #4: Office
    When Closing: Succeed at a Diplomacy 7(5+2) check.
    Diplomacy 1d8+1+1, Reveal Iron Knuckles +1d4, Drained -2, MM recovery enhance(diplomacy +3
    Diplomacy 7: 1d8 + 1 + 1 + 1d4 - 2 + 3 ⇒ (3) + 1 + 1 + (2) - 2 + 3 = 8 - CLOSED

    WE WIN

    WE WIN


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    COMPLETED SCENARIO CotCT-2C The Queen's Hospitality
    Development
    This was not what you expected to find inside a hospital. While the Gray Maidens protected them, the plague mask–wearing Queen’s Physicians were about some most horrible business.

    Their experiments can only be described as gruesome. Certainly no one suffering from the plague had their condition improved by the doctors’ ministrations. The necromancer Rolth Lamm supervised the doctors’ work, operating on patients while they were still alive with no intent of saving them.

    As the many prisoners—sorry, patients— succumbed to their infections, their bodies were disposed of in the most callous of manners, tossed to the sewers below. The head of the hospice, Doctor Davaulus, wasn’t trying to cure the plague; he was trying to spread it.

    But what bothered you most was that Davaulus was willing to go to his doom protecting an even viler secret: what happened to those whose bodies overcame the plague. Now you must investigate the levels under the hospice, for there is even more gruesome work below.

    Reward
    Each player gains a supporter feat
    (please list your character's name next to the desired Supporter in the spreadsheet)
    (Remember, the Supporter Feat means that the extra power of that Supporter is only available if the character who has chosen that Supporter Feat is the one who has displayed the Supporter.)

    Acquired Cards (* = Plunder)
    Soldier (Ally 0)
    Archer (Ally 0)
    Mouse (Ally 0)
    Crow (Ally 1)
    Full Plate (Armor 1)
    The Big Sky (Blessing 1)
    The Beating (Blessing 1)
    The Brass Dwarf (Blessing 1)
    White War Paint (Item 2)
    Blast Stone (Item 0)
    Toxic Cloud (Spell 1)
    Enhance (Spell 0)
    Immolate (Spell 0)
    Life Drain (Spell 1)
    Fiery Glare (Spell 0)

    Weapon
    Spell 10010
    Armor 1
    Item 20
    Ally 0001
    Blessing 111

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

    Please post rolls, decisions, etc in discussion thread


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    SCENARIO CotCT-2D THE CULT OF URGATHOA

    A wooden cargo lift ratchets downward from the Hospice of the Blessed Maiden above. You have defeated Doctor Davaulus and his murderous Queen’s Physicians, whose mission was to spread the plague among the citizenry of Korvosa. He went to his grave defending the access to the underground bunker, likely because he knew his complicity would have been punished by a swift swing from the Queen’s axe.

    As you head into the depths, you start to put all of this together. A supposed plague ship is sunk before anyone can confirm whether the plague is onboard, and its slain captain bears a symbol of the dark goddess Urgathoa.

    Wererats are framed by a mob. Vampire spawn roam the city due to an incursion of a more powerful undead force. A party of well-todo Korvosans catches the plague and then turns into zombies before anyone can figure out how. A Varisian musician disappears after evincing an immunity to the blood veil.

    These seemed like unconnected threads. In the chaos of a plague zone, any number of disasters might befall the populace. But now, you’ve exposed the diseased vein at the heart of the conspiracy to kill Korvosa.

    The Queen’s Physicians, protected by the Gray Maidens, roamed the streets claiming to work toward a cure, but instead recruited victims for their experiments. Its leader, a renowned healer, was unmasked as a spreader of disease and an ally to a necromancer. And now you, on the Queen’s instructions, are heading into a dank dungeon below the city streets.

    Something tells you that you’d better be careful who you tell what you find down here.

    SETUP:
    No special Setup rules.

    LOCATIONS:
    1 - Laboratory
    1 - Lair
    1 - Shrine
    2 - Oubliette
    3 - Pits
    4 - Cell
    5 - Dungeon

    THREAT LIST:
    Danger: Blood Veil, Cultist
    Villain: Lady Andaisin
    Closing Henchmen: Leukodaemon, Vampire (Ramoska Arkminos), Cultists - Proxy A

    DURING THIS SCENARIO:

  • When you would defeat and corner Lady Andaisin, she is instead undefeated; banish her and shuffle together the villain Daughter of Urgathoa and a number of closing henchmen Cultist-Proxy B's equal to the number of locations. Shuffle 2 of these cards into the location Lady Andaisin came from, and 1 card into each other location.
  • When you encounter a Cultist , after acting, succeed at a Constitution or Fortitude 5 check or suffer the scourge Plagued.


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

    During This Adventure:

  • The Harrow suit is Shields.
  • Add 1d4 to Constitution non-combat checks.
  • When you play your harrow, you may heal an ally and may remove 1 of your scourges

    Adventure Path & Setup Rules:

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

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

    During This Scenario: SCENARIO CotCT-2D THE CULT OF URGATHOA

  • When you would defeat and corner Lady Andaisin, she is instead undefeated; banish her and shuffle together the villain Daughter of Urgathoa and a number of closing henchmen Cultist-Proxy B's equal to the number of locations. Shuffle 2 of these cards into the location Lady Andaisin came from, and 1 card into each other location.
  • When you encounter a Cultist , after acting, succeed at a Constitution or Fortitude 5 check or suffer the scourge Plagued.

    Additional Rules: THREAT LIST:
    Dangers: Blood Veil, Cultist
    Villain: Lady Andaisin
    Closing Henchmen: Leukodaemon, Vampire (Ramoska Arkminos), Cultists - Proxy A
    Non-Closing Henchmen: None

    Scenario Level (#): 2

    Turn: 0, Kess/MatsuKurisu

    Random Cards:

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

    Spoiler:
    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.

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

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

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

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

    Spoiler:
    Burning Tar
    Core
    Barrier 0
    Traits:
    Fire
    Obstacle
    Veteran
    To Defeat:
    Dexterity
    Acrobatics 6+#
    OR Constitution
    Craft
    Fortitude 7+#
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.

    Spoiler:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.

    Spoiler:
    Captive Horror
    CotCT
    Barrier 2
    Traits:
    Lock
    Trigger
    To Defeat:
    Wisdom
    Disable
    Stealth 9
    When examined, encounter this barrier.
    If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.

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

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

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

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

    Spoiler:
    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.


    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:
    Disable Mechanism
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    Divine
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 10
    When you encounter a Construct, Lock, or Trap bane, banish to evade it.
    On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.

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


    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.

    Armors
    Spoiler:
    Glamered Leather Armor
    Core
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 7
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On your Diplomacy or Stealth check, you may draw this card to add 1d4.

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

    Spoiler:
    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.

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

    Spoiler:
    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.

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

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

    Spoiler:
    Spellbook
    CotCT
    Item 0
    Traits:
    Book
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    On your Arcane non-combat check, reveal to add 1d4.
    Discard to heal an Arcane spell.

    Allies
    Spoiler:
    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.

    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:
    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:
    Pig
    CotCT
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 3
    On a local Constitution or Charisma check, recharge to add 1d4.
    Discard to explore. This exploration, when you defeat a monster, heal a card.

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

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

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

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

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 0

    [b]Hourglass

    Hourglass Cards/Turn Order:

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

    Location #2: Lair
    Underground
    Wild
    At This Location: The difficulty to defeat story banes is increased by 2.
    When Closing: Succeed at a Strength or Melee 5+# check.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 2 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #3: Shrine
    Sacred
    Urban
    At This Location: On your Divine checks, add 2.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may draw a new blessing.
    M: 2 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
    Located/Displayed Here: None

    Location #4: Oubliette
    Underground
    At This Location: Damage you suffer is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 5+# check.
    When Permanently Closed: You may heal an ally.
    M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #5: 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 ?: 1
    Located/Displayed Here: None

    Location #6: Cell
    Underground
    At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
    When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
    When Permanently Closed: You may draw a new ally.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #7: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
    Located/Displayed Here: None


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

    HARROWING:

    Zetha:
    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.
    Valeros:
    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.
    Mother Myrtle:
    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.
    Kess:
    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.

    Vigilant Seal

    Deck handler link

    Kess - Start 2.4
    - CotCT-2D THE CULT OF URGATHOA

    Card Upgrade
    = Blessing of Milani in, Blessing of the Green Faith (2)
    New Slot = Retainer in
    Cloud Puff in, replacing Amulet of Mighty Fists (banished as Harrow Deck)

    Loot swaps
    = Zellara's Harrow Deck in, Desna's Starout
    = Ausio Carowyn in, Retainer out

    Starting location
    - #2: Lair

    Harrows
    - hw The Waxworks

    Starting Hand

    "

    Kess wrote:

    Hand: hw The Waxworks, Blessing of the Green Faith, Wolfhide Armor, Fire Gecko, Mastiff, Blessing of Milani, Blessing of Gozreh,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 1
    NOTES:
    Available Support: Distant: Blessings available
    Local: Ally recharge powers available
    Other: Other: On Close, Move to #4: Oubliette.

    Skills and Powers:
    SKILLS

    Strength d10 ☑ +1
    - 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 [X]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

    Zetha- Start 2.4
    - CotCT-2D THE CULT OF URGATHOA

    Card Upgrade
    Rain of Frogs in for Summon Steed

    Starting location
    Laboratory

    Starting hand
    "

    Zetha wrote:

    Hand: Summon Minor Monster, Sage's Journal (Core), Bound Imp (Core), Apprentice, Blessing of the Gods (3), Blessing of Pharasma, The Sickness,

    Displayed: Ahtez,
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Base
    Hero Points: 2
    NOTES:
    Available Support: ask for blessings except againist henchmen/villian
    Movement: Move me to Pits or Cell
    Other: I want some spell 2's

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Gods (1), Stalking Armor, Enchanted Fang, Blessing of the Gods (2), Troubadour (Core), Staff of Minor Healing (Core), Rain of Frogs, Black Spot, Researcher, Augury, Evolution Surge
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 [ooc]☐ +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 ([X] or, if you're not in an encounter, to move)(☐ or to add 1d6 to your check to defeat a barrier).

    "


    TColMaster Mother Myrtle Alc/Arc/Support

    Starting Location: Shrine

    Noxious Bomb Out - Tangleburn Bag in

    Power Feat

    Mother Myrtle wrote:

    Hand: Immolate, Blast Stone, Elixir of Focus, Magic Chain Mail, Deflect, Clockwork Servant, The Mountain Man,

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

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Wand of Acid Burst, Acid Arrow, Tangleburn Bag, Acid Flask, Cat, Sage, Orison, Elizir of Healing, Snake, Incitation
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Constitution +1
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Survival: Wisdom +2
    Craft: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3

    Favored Card: {list favored card here}
    Hand Size: 6 ☐ 7
    Proficiencies:
    {list proficiencies here}
    POWERS:
    You may use your Wisdom skill for your Arcane ([X] or Divine) check.
    When you would banish ([X] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's adventure deck number. If you succeed, recharge it (☐ or shuffle it into your deck); if you fail, discard it.

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