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

Game Master Zalarian

CotCT-7 Kazavon Rises

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

Standard Supporter & Base Rules:

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

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

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

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

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

PACS/Sanctioned Supporter Rule Changes:

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


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Vigilant Seal

Deck handler link

Out of Turn Updates

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

Blessing = #3 Kess/Matsu Kurisu: Sands of the Hour
When this is the hour: No effect.

Start of Turn

At: #4: Office

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

Free explore = No

Location empty

Location #4: Office
When Closing: Succeed at a Diplomacy 8(5+3) check.
Diplomacy 1d8+1
Recharge ac Gem of Physical Prowess to use Str die instead = 1d10+1, MM recharges Noble +1d6
Diplomacy 8: 1d10 + 1 + 1d6 ⇒ (6) + 1 + (1) = 8 - Closed
When Permanently Closed: You may recharge any number of cards. (Crocodile Skin Madu, Wolfhide Armor)

On close move to Base

Kess ends her turn.
Scenario: examine the top 1d4 cards of a random location; if you examine a Red Mantis Assassin, summon and encounter the danger. Then banish any examined boons and return any other examined cards to the bottom of the location in the order examined.
#3: Manor
#cards: 1d4 ⇒ 2
Manor Card 1: Symbol of Sleep, Barrier 1 - Recharged
Manor Card 2 (Brawl) - recharged

Kess attempts to recover all cards in her Recovery pile.

Kess resets her hand.
Discard
Draw up Blessing of Milani, Verdant Rager, Mastiff, Blessing of the Green Faith, ac Gem of Physical Prowess
Poisoned: 1d6 ⇒ 1 Recharge (Fire Gecko)

Summary
Location = #4: Office - Closed
Acquired =
Banished =
Examined =

Location = #3: Manor (6,2)
Acquired =
Banished =
Examined = 1: Symbol of Sleep, 2 (Brawl)

From Box =
Displayed =
Give =
Used = MM recharges Noble

Other = On close move to Base

"

Kess wrote:

Hand: ac Gem of Physical Prowess, Verdant Rager, Mastiff, Blessing of Milani, Blessing of the Green Faith,

Displayed: ac Magic Spiked Full Plate,
Deck: 3 Discard: 8 Buried: 4
Hero Points: 2 // Kess has the following scourges marked:
Poisoned:
While Marked:
After you reset, recharge a random card.

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


NOTES:
Available Support: Distant:
Local: Ally recharge powers available
Drums available

Other: Other: On Close, Move to #6: 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 [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: USED
Paizo Mat Discard: AVAILABLE

"


Zetha's Deck Handler

Zetha was moved to Manor. Assuming that MM moved to base on the close of the office

Hour is Lady Despair
Hour power is On your turn, if you would suffer a scourge, a random local character suffers it instead.

Start of turn
2 random monsters from the box
RM#1: Faceless Stalker
RM#2: Ghoul

recharge evolution surge to draw cape of escape due to location effect.

First explore
Encounter Manor Card 1 (Symbol of Sleep): Symbol of Sleep

Will attempt Arcane. Recharge Kess Blessing of the Green Faith
Arcane 8: 1d10 + 2 + 1d10 ⇒ (6) + 2 + (10) = 18 Success. Banish Manor Card 1

Second explore.
discard The Rakshasa to explore. Since this is my harrow, recharge cape of escape to draw a card, researcher. Encounter Manor Card 2 (Brawl): Brawl. No other local characters so ignore bya. Banish Ghoul to use stealth. reveal stalking armor to add 2. Play Kess blessing of Milani to add 2 die

Stealth 4+3: 1d10 + 5 + 2 + 2d10 ⇒ (6) + 5 + 2 + (3, 10) = 26 Success. attempt to close

Banish Faceless Stalker to use stealth. play invisibility to add 2d10 and recharge researcher to add 1d6 plus reveal stalking armor to add 2.
Stealth 5+3: 1d10 + 5 + 2 + 1d6 + 2d10 ⇒ (8) + 5 + 2 + (5) + (4, 3) = 27 Success. We win


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COMPLETED SCENARIO A: RED MANTIS AND THE ORANGE FLAMES
Development
His academy burned and his home ransacked, Vencarlo Orisini is nowhere to be found. The Red Mantis assassins—masked destroyers in service of the insect god Achaekek—have kidnapped the great sword master. The red-shrouded mantises do not speak, so they cannot tell you where Orisini has been sequestered.

However, as the old proverb says, send an assassin to do a thief’s job and your hands will bear only blood. The Red Mantis may have taken Orisini, but they were no good at learning his secrets. Behind a painting by the artist Salvator Scream, you made a stunning discovery: a chest containing the gear of the legendary hero Blackjack! The name of Blackjack alone is enough to strike fear into the hearts of evildoers. The costume should be enough to stop those hearts cold.

Since Orisini cannot wear his cape and cowl, it falls to another. Someone must take up the mantle of Blackjack. That someone is you.

Reward

  • Each character may add the Blackjack: Hero of Korvosa role to their deck box ( Front Side // Back Side). Each time they gain a power feat that appears only on their role, they also gain a power feat on their Blackjack role. Each time they gain a power feat on their role that also appears on their character card, they also gain that feat on their character card.
  • At the start of each scenario in this Adventure Path, 1 character may replace their role with the Blackjack role and shuffle the Loot item Blackjack’s Gear and the Loot weapons Blackjack’s Daggers and Blackjack’s Rapier from the vault into their deck (Cards are listed on Loot sheet).
  • Note that for this reward there is an extra step of bookkeeping that must be done when obtaining power feats. Your options are to decide for one person, no person, or a few people can take up the mantle at one or more points of their adventuring career.

    Acquired Cards (* = Plunder)
    Tayce Soldado (Ally 2)
    Bound Imp (Ally 1)
    Magic Spiked Full Plate (Armor 3)
    Gem of Physical Prowess (Item 1)
    Red Mantis Mask (Item 3)
    Drums of Panic (Item 3)
    Cape of Escape (Item 1)
    Invisibility (Spell 1)
    Twisted Space (Spell 2)
    Restorative Touch (Spell 3)
    Lightning Bolt (Spell 2

    Weapon
    Spell 1232
    Armor 3
    Item 1331
    Ally 21
    Blessing

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


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    SCENARIO 3B: THE EMPEROR OF OLD KORVOSA

    An open-air balcony’s brightly colored canvas roof extends up over the area like a halfdome, decorated with scenes of gruesome debauchery. On the balcony is a poor man’s version of the Crimson Throne, a high-backed thing of blood-red cushions, silks, and spikes.

    By the throne stands a towering guillotine of wood and bone, its glittering blade housed in a leering demonic maw.

    This is a place where blood is spilled, and the crowd of Old Korvosa has come to see it done.

    “Where is Salvator Scream?” says a woman from the crowd of spectators. An elf with a bright smile, the woman looks to you with an acknowledgement of friendship, though you have never known her or this Scream person.

    From the throne comes a bold command.

    “You dare?” says the old man in the disheveled cape and crown. “You come before the Emperor of Old Korvosa and make demands? Tell me, Jabbyr, does anyone do that?”

    A hooded gnome giggles from his position by the famed guillotine known as the Tall Knife. “Nope,” he says. “Nope, nope, nope.”

    “Salvator Scream, the most talented artist in all of Korvosa, is a guest of the crown,” the Emperor proclaims. “Only those who win my game may catch a glimpse of his grandeur. Those who lose are fed to the Tall Knife.”

    “Then we’ll win your game!” says the elf, patently including you in a bargain you had no intention of sealing. “What game are we playing?”

    “BLOOD PIG!” shouts the crowd as one. You look on in horror as squealing piglets are placed in cages on the arena floor, near pits containing ravenous wolverines.

    “The rules of Blood Pig are as follows!” shouts the gnome. “Pig goes in hole, one point. All pigs in holes, most points wins.”

    That’s... not right.

    “Blood Pig! Blood Pig! Blood Pig!” chants the crowd. You look into the piglets’ eyes and realize you both just got dealt a very bad hand.

    “Oink?” asks one.

    Sorry, piggie. It’s a beautiful day for a blood sport.

    SETUP:

  • When preparing the story banes, display the non-closing henchman Blood Pig Bout next to the scenario. Shuffle a Proxy B (Squealing Pig) into each location.

    LOCATIONS:
    1 - Base
    1 - Pits
    1 - Plaza
    2 - Abandoned Shacks
    3 - Tenement

    THREAT LIST:
    Danger: Thug
    Villain: None
    Henchmen: None

    DURING THIS SCENARIO:

  • At the start of your turn, display Blood Pig Bout next to a random location. At the end of your move step, if you are at Blood Pig Bout's location, encounter it. Then, if you did not defeat or encounter Blood Pig Bout, put the top card of Blood Pig Bout's location faceup on an emperor pile next to the scenario. If only 1 location has cards, banish Blood Pig Bout.
  • When you encounter a Squealing Pig, draw it. When at the location Pits, you may display the ally Pig or a Squealing Pig next to the location; when the number of those cards is greater than or equal to the number of locations, banish Blood Pig Bout.
  • When Blood Pig Bout is banished, add the new location Throne Room and shuffle the villain Pilts Swastel and the non-closing henchman Jabbyr into it, then shuffle the emperor pile and reload it into the Throne Room. All Proxy B's are now the non-closing henchman Thug.
    To win, defeat and corner Pilts Swastel.
    =======================================================================

    Note from BR who ran for me: To explain this otherwise-wordy scenario... To win, you need to do one of two possible things.
    1. Find as many Squealing Pigs as there are still-open locations and display them at the Pits, which will cause the Blood Pig Bout to be banished. This is the faster/preferred method. If anything goes wrong, though, you can always do...
    2. Close all but 1 location, which will cause the Blood Pig Bout to be banished.

    There's no closing henchmen or villains, so your first goal is to banish the Blood Pig Bout through either of the methods above. During this process, you can intentionally encounter Blood Pig Bout during your turn (if you go to its location) which has a large upside for defeating - basically it's a free exploration/acquire/defeat. If you don't encounter it, it starts taking cards out of the location decks - whilst this isn't a bad thing per se, the cards will be dumped on you later and it might remove Squealing Pigs from the locations if you're unlucky (or help you find them faster if you're lucky).

    Once the Blood Pig Bout is banished one way or another, it becomes a nice simple corner-the-villain scenario with a new location (but still no closing henchmen).

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


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    Harrows
    =========================================================================

    Mother Myrtle:

    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.

    Kess:

    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.

    Zetha:

    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.


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    During This Adventure:

  • The Harrow suit is Books.
  • Add 1d4 to Intelligence non-combat checks.
  • When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.
  • Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades

    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 CotCT3B: THE EMPEROR OF OLD KORVOSA

  • At the start of your turn, display Blood Pig Bout next to a random location. At the end of your move step, if you are at Blood Pig Bout's location, encounter it. Then, if you did not defeat or encounter Blood Pig Bout, put the top card of Blood Pig Bout's location faceup on an emperor pile next to the scenario. If only 1 location has cards, banish Blood Pig Bout.
  • When you encounter a Squealing Pig, draw it. When at the location Pits, you may display the ally Pig or a Squealing Pig next to the location; when the number of those cards is greater than or equal to the number of locations, banish Blood Pig Bout.
  • When Blood Pig Bout is banished, add the new location Throne Room and shuffle the villain Pilts Swastel and the non-closing henchman Jabbyr into it, then shuffle the emperor pile and reload it into the Throne Room. All Proxy B's are now the non-closing henchman Thug.
    To win, defeat and corner Pilts Swastel.

    Additional Rules: THREAT LIST:
    Danger: Thug
    Villain: None
    Closing Henchmen: None (See above)

    Scenario Level (#): 3

    Turn: 0, Kess/MatsuKurisu

    Random Cards:

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

    Spoiler:
    Vampire Spawn
    CotCT
    Monster 2
    Traits:
    Undead
    Vampire
    To Defeat:
    Combat 15
    Immune to Mental and Poison.
    If undefeated, bury a random card from your discards.

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

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

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

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

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

    Spoiler:
    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:
    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:
    Assassination Squad
    CotCT
    Barrier 3
    Traits:
    Skirmish
    Trigger
    To Defeat:
    None 0
    When examined, you may move to this location and encounter this barrier.
    When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated.

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

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

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

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

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

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


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

    Spoiler:
    Divine Fortune
    CotCT
    Spell 3
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 11
    Display. While displayed:
    * On local checks, add 1d6.
    * At the start of your turn, banish.

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


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

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

    Spoiler:
    Corpse Plate
    CotCT
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Display. While displayed:
    * You may evade Undead monsters you encounter.
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.

    Spoiler:
    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:
    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.

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

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

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

    Spoiler:
    Wand of 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:
    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:
    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:
    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:
    Eries Yelloweyes
    CotCT
    Ally 2
    Traits:
    Hireling
    Lycanthrope
    To Acquire:
    Wisdom
    Survival 8
    OR Charisma
    Diplomacy 10
    On a local Dexterity check or a local check before acting, recharge to add 1d6.
    Discard to explore. This exploration, you cannot suffer scourges.

    Spoiler:
    Djinn
    Core
    Ally 3
    Traits:
    Genie
    Outsider
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 12
    Recharge to draw a card, then shuffle your deck.
    Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.

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

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

    Spoiler:
    The 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.

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 0

    [b]Hourglass

    Hourglass Cards/Turn Order:

    Location #1: 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 #2: Plaza
    Urban
    At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #3: Abandoned Shacks
    Urban
    At This Location: Characters may not play allies.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character moves to a random other location.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #4: Tenement
    Urban
    At This Location: On your check to acquire an ally, you may bury a boon to add 1d8.
    When Closing: Bury a boon.
    When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #5: 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

    Location #6: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 3 ?: 0
    Located/Displayed Here: Loot

    Location #7: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Emperor Pile

  • Vigilant Seal

    Deck handler link

    Kess - Start 3.2
    - CotCT-2D THE CULT OF URGATHOACotCT3A: RED MANTIS AND THE ORANGE FLAMES
    Card Upgrade
    = Reed Snake Armor in, Erutaki Coat Slot

    Loot swaps
    = Ausio Carowyn in, Retainer out

    Role
    = Blackjack

    Starting location
    - With MM

    Harrows
    - hw The Vision

    Starting Hand
    Setting Aside in Kit
    (Blessing of Chaldira Zuzaristan, Quartermaster, Angelstep)

    "

    Kess wrote:

    Hand: Crocodile Skin Madu, Crowbar, Stone Weasel, Fire Gecko, Verdant Rager, hw The Vision, Blessing of Gozreh,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 2
    NOTES:
    Available Support: Distant:
    Local: Ally recharge powers available
    [X] When another local character would encounter a monster, you may discard a card to encounter it instead (Use if you encounter a Monster you don't like).
    Other: Other: On Close, Move to #6: 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 [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).
    You may add Blackjack cards to your deck list in addition to your other cards.
    After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
    At the start of your turn, you may exchange a card in your hand with a card in your kit.
    □ When you would recharge, shufle, discard, or bury a boon for your character or role power, you may reload a Blackjack boon instead.
    □ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (□ or 2 dice).
    [X] When another local character would encounter a monster (□ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (□ and add 1d6 to your checks against it).
    □ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
    □ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    Zetha's Deck Handler

    Zetha

    Bound Lantern Archon in for Bound imp

    starting location
    Plaza

    starting hand
    "

    Zetha wrote:

    Hand: Rain of Frogs, Enchanted Fang, Evolution Surge, Apprentice, Blessing of the Gods (2), Blessing of the Gods (3), The Joke,

    Displayed: Ahtez,
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Base
    Hero Points: 3
    NOTES:
    Available Support: ask for blessings except againist henchmen/villian
    Movement: Move me to Base
    Other: N/a

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Staff of Minor Healing (Core), Stalking Armor, Black Spot, Troubadour (Core), Researcher, Augury, Charm Monster, Bound Lantern Archron, Blessing of the Gods (1), Blessing of Pharasma, Sage's Journal (Core)
    Recharged:
    Discard Pile:
    Buried Pile:

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

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

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

    "


    TColMaster Mother Myrtle Alc/Arc/Support

    Starting Location: Tenement

    Mother Myrtle wrote:

    Hand: Elixir of Focus, Blast Stone, Noble, Acid Flask, Ruan Mirukova - Loot, Clockwork Servant,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    "Hero Points: 0
    XP: 6 // Mother Myrtle has the following scourges marked:
    Poisoned:
    While Marked:
    After you reset, recharge a random card.

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

    "
    "NOTES:
    Available Support: Blessings are available for use.
    Movement: 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): Incitation, Elizir of Healing, Magic Chain Mail, Orison, Acid Arrow, Deflect, Snake, Wand of Acid Burst, Tangleburn Bag, Poison Blast
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Constitution +1
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowlege: INT +2
    Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Survival: Wisdom +2
    Craft: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3

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


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

    During This Adventure:

  • The Harrow suit is Books.
  • Add 1d4 to Intelligence non-combat checks.
  • When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.
  • Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades

    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 CotCT3B: THE EMPEROR OF OLD KORVOSA

  • At the start of your turn, display Blood Pig Bout next to a random location. At the end of your move step, if you are at Blood Pig Bout's location, encounter it. Then, if you did not defeat or encounter Blood Pig Bout, put the top card of Blood Pig Bout's location faceup on an emperor pile next to the scenario. If only 1 location has cards, banish Blood Pig Bout.
  • When you encounter a Squealing Pig, draw it. When at the location Pits, you may display the ally Pig or a Squealing Pig next to the location; when the number of those cards is greater than or equal to the number of locations, banish Blood Pig Bout.
  • When Blood Pig Bout is banished, add the new location Throne Room and shuffle the villain Pilts Swastel and the non-closing henchman Jabbyr into it, then shuffle the emperor pile and reload it into the Throne Room. All Proxy B's are now the non-closing henchman Thug.
    To win, defeat and corner Pilts Swastel.

    Additional Rules: THREAT LIST:
    Danger: Thug
    Villain: None
    Closing Henchmen: None (See above)

    Scenario Level (#): 3

    Turn: 1, Zetha/morph147

    Random Cards:

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

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

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

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

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

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

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

    Spoiler:
    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:
    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:
    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.

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

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


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

    Spoiler:
    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:
    Restorative Touch
    Core
    Spell 3
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 8
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.

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

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


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

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

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

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


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

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


    Spoiler:
    Fate-reader Lenses
    CotCT
    Item 3
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Arcane
    Divine
    Perception 8
    On any Perception check, reveal to add 1d10.
    Discard to examine the top 3 cards of any location or the hourglass and return them in any order.

    Spoiler:
    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:
    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.


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

    Spoiler:
    Eries Yelloweyes
    CotCT
    Ally 2
    Traits:
    Hireling
    Lycanthrope
    To Acquire:
    Wisdom
    Survival 8
    OR Charisma
    Diplomacy 10
    On a local Dexterity check or a local check before acting, recharge to add 1d6.
    Discard to explore. This exploration, you cannot suffer scourges.

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

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

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

    Spoiler:
    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.

    Hour Power: When you play a blessing, you may give a card to any character.

    Current Hour:

    Lady Luck:
    Lady Luck
    Core
    Blessing 3
    Traits:
    Deity: Desna
    Divine
    When this is the hour: When you play a blessing, you may give a card to any character.
    To Acquire:
    Wisdom
    Divine
    Perception 8
    On any check, freely discard to reroll.
    Discard to move, then explore.

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 1 MotherMyrtle/TColMaster
    The Healing Light
    Core
    Blessing 3
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: Characters cannot suffer scourges.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless. If the character succeeds at the check, heal them for a card.
    Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
    Hourglass Card 2 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 2 Kess/MatsuKurisu
    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 Zetha/morph147:
    Spoiler:
    Hourglass Card 3 Zetha/morph147
    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.
    Hourglass Card 4 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 4 MotherMyrtle/TColMaster
    The Sickness
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you suffer damage, suffer the scourge Plagued.
    To Acquire:
    Constitution
    Fortitude 4+#
    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
    Hourglass Card 5 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 5 Kess/MatsuKurisu
    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 6 Zetha/morph147:
    Spoiler:
    Hourglass Card 6 Zetha/morph147
    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 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 7 MotherMyrtle/TColMaster
    The Worldbreaker
    Core
    Blessing 3
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: You may banish a random blessing from your discards to explore.
    To Acquire:
    Banish A Boon 0
    On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 8 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 8 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 9 Zetha/morph147:
    Spoiler:
    Hourglass Card 9 Zetha/morph147
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 10 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 10 MotherMyrtle/TColMaster
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 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
    The Unicorn
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: Your check to acquire is blessed.
    To Acquire:
    Charisma
    Disable 4+#
    On any check, discard to bless.
    On another character's check, discard to give them a boon.
    Discard to explore. Before acting, you may give a boon to a local character.
    Hourglass Card 13 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 13 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 14 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 14 Kess/MatsuKurisu
    The First
    Core
    Blessing 3
    Traits:
    Deity: Asmodeus
    Divine
    When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
    Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
    Hourglass Card 15 Zetha/morph147:
    Spoiler:
    Hourglass Card 15 Zetha/morph147
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.
    Hourglass Card 16 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 16 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 17 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 17 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 18 Zetha/morph147:
    Spoiler:
    Hourglass Card 18 Zetha/morph147
    Grandmother Nightmare
    Core
    Blessing 3
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
    To Acquire:
    Intelligence
    Arcane
    Divine 8
    On any check, discard to bless.
    On a check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Hourglass Card 19 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 19 MotherMyrtle/TColMaster
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 20 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 20 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 21 Zetha/morph147:
    Spoiler:
    Hourglass Card 21 Zetha/morph147
    The Lucky Drunk
    Core
    Blessing 3
    Traits:
    Deity: Cayden Cailean
    Divine
    When this is the hour: After your exploration, you may move to a random location.
    To Acquire:
    Charisma
    Divine
    Fortitude 8
    On another local character's check, discard to bless twice.
    Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
    Hourglass Card 22 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 22 MotherMyrtle/TColMaster
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 23 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 23 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 24 Zetha/morph147:
    Spoiler:
    Hourglass Card 24 Zetha/morph147
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 25 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 25 MotherMyrtle/TColMaster
    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 26 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 26 Kess/MatsuKurisu
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
    To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.
    Hourglass Card 27 Zetha/morph147:
    Spoiler:
    Hourglass Card 27 Zetha/morph147
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 28 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 28 MotherMyrtle/TColMaster
    The Fiend
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
    To Acquire:
    Strength
    Melee 4+#
    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.
    Hourglass Card 29 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 29 Kess/MatsuKurisu
    The Prince of Pain
    Core
    Blessing 3
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
    To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.

    Location #1: 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

    Pits Card 1:
    Madness Mist Trap
    CotCT
    Barrier 3
    Traits:
    Cache
    Lock
    Magic
    Trap
    To Defeat:
    Disable 8
    OR Fortitude 10
    If defeated, draw a new spell or item.
    If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.
    Pits Card 2:
    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.

    Pits Card 3:
    Leech
    CotCT
    Ally 1
    Traits:
    Healing
    Vermin
    To Acquire:
    Wisdom
    Knowledge
    Survival 6
    Recharge to heal a local character 1d4-1 cards.
    Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
    Pits Card 4:
    Sable Company Leathers
    CotCT
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Acrobatics
    Fortitude 10
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
    Pits Card 5:
    Symbol of Fear
    CotCT
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 10
    If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
    Pits Card 6:
    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.

    Pits Card 7:
    Inquisitor Devil
    CotCT
    Monster 3
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 17
    OR Arcane 10
    Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
    While acting, when another character plays a card, they suffer 1 Cold damage.
    If undefeated, suffer the scourge Poisoned.
    Pits Card 8:
    Twitch Tonic
    CotCT
    Item 2
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 10
    Discard to explore.
    Banish to heal a local character 1d4+1 allies.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 12 check to recharge this card.

    Pits Card 9:
    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.
    Pits Card 10:
    Wounding Spear-axe
    CotCT
    Weapon 3
    Traits:
    2-Handed
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Location #2: Plaza
    Urban
    At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Zetha/morph147, None
    Plaza Card 1:
    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.
    Plaza Card 2:
    Henchman Proxy B4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Plaza 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.
    Plaza Card 4:
    Persona Mask
    CotCT
    Item 3
    Traits:
    Accessory
    Magic
    To Acquire:
    Charisma
    Diplomacy 9
    On your Diplomacy check, reveal to add 1d4.
    Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character.
    Plaza Card 5:
    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.
    Plaza Card 6:
    Giantbane Greataxe
    Core
    Weapon 1
    Traits:
    2-Handed
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Plaza Card 7:
    Hellknight of the Nail
    CotCT
    Ally 3
    Traits:
    Hellknight
    Human
    To Acquire:
    Charisma
    Diplomacy 11
    On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.
    Plaza Card 8:
    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.
    Plaza Card 9:
    Wailing Maidens
    CotCT
    Barrier 3
    Traits:
    Trap
    Trigger
    To Defeat:
    Wisdom
    Disable
    Perception
    Stealth 13
    When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
    Plaza Card 10:
    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.

    Location #3: Abandoned Shacks
    Urban
    At This Location: Characters may not play allies.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character moves to a random other location.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Abandoned Shacks Card 1:
    Venomous Dagger
    Core
    Weapon 3
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 11
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
    Abandoned Shacks Card 2:
    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.
    Abandoned Shacks Card 3:
    Infantry Devil
    CotCT
    Monster 2
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 14
    OR Arcane 9
    Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
    If undefeated, suffer the scourge Plagued.
    Abandoned Shacks Card 4:
    Tangleburn Bag
    Core
    Item 2
    Traits:
    Alchemical
    Attack
    Fire
    Object
    To Acquire:
    Intelligence
    Craft 10
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 12 check to recharge this card.
    Abandoned Shacks Card 5:
    Boots of Friendly Terrain
    Core
    Item 1
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Stealth 8
    On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
    Abandoned Shacks Card 6:
    Secret Stockpile
    Core
    Barrier 2
    Traits:
    Cache
    Lock
    To Defeat:
    Dexterity
    Disable 9
    OR Wisdom
    Perception 11
    If undefeated, you may banish this barrier.
    If defeated, draw a new weapon and a new armor.
    Abandoned Shacks Card 7:
    Razor Snare
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Survival 6
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
    Abandoned Shacks Card 8:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Abandoned Shacks Card 9:
    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 10:
    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.

    Location #4: Tenement
    Urban
    At This Location: On your check to acquire an ally, you may bury a boon to add 1d8.
    When Closing: Bury a boon.
    When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: MotherMyrtle/TColMaster, Kess/MatsuKurisu, None
    Tenement Card 1:
    Foes On All Sides
    CotCT
    Barrier 2
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
    Tenement Card 2:
    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.
    Tenement Card 3:
    Voidglass Armor
    Core
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    Display. While displayed:
    * When you suffer any damage, you may recharge to reduce it by 1.
    * When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    Tenement Card 4:
    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.
    Tenement Card 5:
    Henchman Proxy B3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Tenement Card 6:
    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.
    Tenement Card 7:
    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.
    Tenement Card 8:
    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.
    Tenement Card 9:
    Wolverine
    CotCT
    Ally 3
    Traits:
    Animal
    Veteran
    To Acquire:
    Wisdom
    Survival 9
    On your combat check, if you would fail by 1+# or less, bury to reroll.
    Discard to explore. This exploration, on your Stealth checks, add 1d6.
    Tenement Card 10:
    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.

    Location #5: 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:
    Vencarlo Orisini
    CotCT
    Supporter 1
    Traits:
    Expert
    Human
    Display. While displayed:
    * On any combat check, after the roll, you may bury to add 1d6.
    * ? On any combat check, you may bury to reroll.
    Base Card 2:
    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:
    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 4:
    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 5:
    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 6:
    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 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 #6: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 3 ?: 0
    Located/Displayed Here: Loot
    Cards Not In the Box Card 1:
    Blackjack's Rapier
    CotCT
    Weapon 4
    Traits:
    Blackjack
    Finesse
    Loot
    Magic
    Melee
    Piercing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 13
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
    If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
    Cards Not In the Box Card 2:
    Blackjack's Gear
    CotCT
    Item 4
    Traits:
    Blackjack
    Clothing
    Loot
    Magic
    To Acquire:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 13
    Display. While displayed:
    * You may recharge to heal a Blackjack weapon.
    * You may recharge to move. You may not use this power during an encounter.
    * On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
    Cards Not In the Box Card 3:
    Blackjack's Daggers
    CotCT
    Weapon 4
    Traits:
    Blackjack
    Finesse
    Knife
    Loot
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 11
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
    Cards Not In the Box Card 4:
    Ruan Mirukova
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 12
    On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
    Discard to explore; you may first heal a card.
    Cards Not In the Box Card 5:
    Ausio Carowyn
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 7
    OR Banish A Weapon 0
    On a local check to acquire, bury to add 2d12.
    Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
    Cards Not In the Box Card 6:
    The Rakshasa
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
    To Acquire:
    Intelligence
    Arcane 4+#
    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.
    Cards Not In the Box Card 7:
    The Vision
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
    To Acquire:
    Intelligence
    Arcane 4+#
    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.
    Cards Not In the Box Card 8:
    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.

    Location #7: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Emperor Pile


  • Zetha's Deck Handler

    Hour is Lady Luck
    Hour power is When you play a blessing, you may give a card to any character.

    Start of turn
    2 random monsters from the box
    RM#1: Vampiric Mist
    RM#2: Dire Badger

    Blood Pig Bout Random location: 1d4 ⇒ 2 Display Blood Pig Bout next to Location #2: Plaza

    Move
    Stay at Plaza, at end of the move step encounter Blood Pig Bout. Will attempt combat 12. Will use Ahtez to use stealth plus adventure deck number. Recharge The Joke to bless. Since this is my harrow, will recharge Rain of Frogs, Blessing of the Gods 2, and Enchanted fang to draw Troubadour, researcher, and bound lantern archron
    Combat 12: 1d10 + 5 + 3 + 1d10 ⇒ (9) + 5 + 3 + (9) = 26 Success. Draw top card of location, it is Plaza Card 1: Smoke Slayer - Bane so banished

    First explore
    Encounter Plaza Card 2: Henchman Proxy B4 - Squealing pigs. Draw it.

    Bury Bound Lantern Archron to look at the top 3 cards of my deck and then put in any order and draw. Augury, Black Spot, Blessing of Pharasma. Will draw Augury and put black spot and blessing of Pharasma back.

    Play Augury to call out spell and examine the top 3 cards of the location deck
    Plaza Card 3: Enhance
    Plaza Card 4: Persona Mask
    Plaza Card 5: Drums of Haste

    Will shuffle the deck and reload Enhance

    second explore
    Discard Troubadour to explore and encounter Plaza Card 3: Enhance. From location effect, draw a random spell 1 Harrowstrike. Choose to encounter Harrow strike, banish Enhance. attempt arcane, +1d6 from Troubadour +1d4 from ability

    Arcane 7: 1d8 + 2 + 1d6 + 1d4 ⇒ (4) + 2 + (2) + (1) = 9 Success.

    Play Evolution Surge to make it +1d8 to acquire or recharge spells or allies until end of turn.

    End turn
    Recover Bound Lantern Archon recharge Apprentice to add 1d6. +1d8 from powerArcane 10: 1d10 + 2 + 1d6 + 1d8 ⇒ (1) + 2 + (6) + (2) = 11 Success.

    Recover augury +1d8 from powerArcane 8: 1d10 + 2 + 1d8 ⇒ (2) + 2 + (6) = 10

    Recover Evolution surge. recharge researcher to add 1d6, +1d8 form power
    Arcane 10: 1d10 + 2 + 1d6 + 1d8 ⇒ (7) + 2 + (4) + (8) = 21 Success.

    reset hand. End turn.
    "

    Zetha wrote:

    Hand: Black Spot, Blessing of Pharasma, Blessing of the Gods (3), Squealing Pigs, Vampiric Mist, Dire Badger,

    Displayed: Ahtez,
    Deck: 15 Discard: 1 Buried: 0
    Current Location: Base
    Hero Points: 3
    NOTES:
    Available Support: ask for blessings except againist henchmen/villian
    Movement: Move me to Base
    Other: N/a

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Gods (1), Harrowstrike, Stalking Armor, Charm Monster, Staff of Minor Healing (Core), Sage's Journal (Core)
    Recharged: The Joke, Rain of Frogs, Blessing of the Gods (2), Enchanted Fang, Apprentice, Bound Lantern Archon, Augury, Researcher, Evolution Surge,
    Discard Pile: Troubadour (Core),
    Buried Pile:

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

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

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

    "

    Upkeep
    banish=Plaza Card 1: Smoke Slayer, Plaza Card 3: Enhance
    acquire=RS#1: Harrowstrike, Plaza Card 2: Squealing Pigs
    used from box=RM#1, RM#2


    TColMaster Mother Myrtle Alc/Arc/Support

    Out of Turn Updates: None

    Turn - Hour: The Healing Light
    Hour Rules: Characters cannot suffer scourges.
    SOT: None

    PIG Random Location: 1d4 ⇒ 2

    Give Card: None
    Move: Plaza
    Location Powers: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.

    Ruan Mirukova
    Blood Pig Bout Survival 7: 1d12 + 1d4 + 4 ⇒ (1) + (2) + 4 = 7
    -Draw first card in location
    RNG: 1d7 ⇒ 3
    Giantbane Greataxe - drawn

    Explore: RNG: 1d6 ⇒ 1

    Persona Mask OR Harrow Deck
    Noble, Elixir of Focus
    Persona Mask Charisma 9: 1d12 + 1d6 + 4 ⇒ (4) + (6) + 4 = 14
    Acquired

    MM ends their turn.

    MM attempts to recover all cards in their Recovery pile.

    Elixir of Focus Craft 10: 1d12 + 4 ⇒ (3) + 4 = 7

    MM resets their hand.

    Plaza 1 Morph - Dead
    Plaza 2 Morph - Dead
    Plaza 3 Morph - Dead
    Plaza 4 MM - Persona Mask
    Plaza 5
    Plaza 6 MM - Giantbane Axe
    Plaza 7
    Plaza 8
    Plaza 9
    Plaza 10

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

    Mother Myrtle wrote:

    Hand: Tangleburn Bag, Blast Stone, Persona Mask, Acid Flask, Incitation, Clockwork Servant,

    Displayed:
    Deck: 14 Discard: 0 Buried: 1
    "Hero Points: 0
    XP: 6 // Mother Myrtle has the following scourges marked:
    Poisoned:
    While Marked:
    After you reset, recharge a random card.

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

    "
    "NOTES:
    Available Support: Blessings are available for use.
    Movement: 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): Elizir of Healing, Poison Blast, Orison, Magic Chain Mail, Wand of Acid Burst, Deflect, Acid Arrow, Snake
    Recharged: Ruan Mirukova - Loot, Noble,
    Discard Pile:
    Buried Pile: Elixir of Focus,
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Constitution +1
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowlege: INT +2
    Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Survival: Wisdom +2
    Craft: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3

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


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

    During This Adventure:

  • The Harrow suit is Books.
  • Add 1d4 to Intelligence non-combat checks.
  • When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.
  • Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades

    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 CotCT3B: THE EMPEROR OF OLD KORVOSA

  • At the start of your turn, display Blood Pig Bout next to a random location. At the end of your move step, if you are at Blood Pig Bout's location, encounter it. Then, if you did not defeat or encounter Blood Pig Bout, put the top card of Blood Pig Bout's location faceup on an emperor pile next to the scenario. If only 1 location has cards, banish Blood Pig Bout.
  • When you encounter a Squealing Pig, draw it. When at the location Pits, you may display the ally Pig or a Squealing Pig next to the location; when the number of those cards is greater than or equal to the number of locations, banish Blood Pig Bout.
  • When Blood Pig Bout is banished, add the new location Throne Room and shuffle the villain Pilts Swastel and the non-closing henchman Jabbyr into it, then shuffle the emperor pile and reload it into the Throne Room. All Proxy B's are now the non-closing henchman Thug.
    To win, defeat and corner Pilts Swastel.

    Additional Rules: THREAT LIST:
    Danger: Thug
    Villain: None
    Closing Henchmen: None (See above)

    Scenario Level (#): 3

    Turn: 3, Kess/MatsuKurisu

    Random Cards:

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

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

    Spoiler:
    Demonling
    Core
    Monster 1
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 8
    OR Arcane
    Knowledge 6
    Immune to Electricity and Poison.
    Resistant to Attack.
    Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
    If undefeated, suffer the scourge Poisoned.

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

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

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

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

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

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

    Spoiler:
    Seeking Longbow
    CotCT
    Weapon 3
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spells
    Spoiler:
    Mistform
    CotCT
    Spell 3
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 10
    When you encounter a non- Incorporeal monster, banish to evade it.
    On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.

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


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

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


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

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


    Spoiler:
    Embiggen
    CotCT
    Spell 2
    Traits:
    Arcane
    Divine
    Magic
    Promo
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    Freely display next to a local character. While displayed:
    * Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one).
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.

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

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

    Spoiler:
    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:
    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:
    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:
    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.

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

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

    Spoiler:
    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.

    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:
    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.


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

    Spoiler:
    Flensing Jelly
    Core
    Ally 2
    Traits:
    Alchemical
    Ooze
    To Acquire:
    Intelligence
    Craft 9
    OR Wisdom
    Survival 11
    On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
    Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
    DURING RECOVERY
    You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.

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

    Spoiler:
    Djinn
    Core
    Ally 3
    Traits:
    Genie
    Outsider
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 12
    Recharge to draw a card, then shuffle your deck.
    Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.

    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.

    Blessings
    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:
    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 All-seeing Eye
    Core
    Blessing 3
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
    To Acquire:
    Intelligence
    Arcane
    Divine 8
    On any check, discard to bless.
    On an Intelligence or Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order, then explore.

    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 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.

    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: 27

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/morph147:
    Spoiler:
    Hourglass Card 1 Zetha/morph147
    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.
    Hourglass Card 2 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 2 MotherMyrtle/TColMaster
    The Sickness
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you suffer damage, suffer the scourge Plagued.
    To Acquire:
    Constitution
    Fortitude 4+#
    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
    Hourglass Card 3 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 3 Kess/MatsuKurisu
    The Liar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
    To Acquire:
    Charisma
    Knowledge 4+#
    On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
    Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
    Hourglass Card 4 Zetha/morph147:
    Spoiler:
    Hourglass Card 4 Zetha/morph147
    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 5 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 5 MotherMyrtle/TColMaster
    The Worldbreaker
    Core
    Blessing 3
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: You may banish a random blessing from your discards to explore.
    To Acquire:
    Banish A Boon 0
    On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 6 Kess/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
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 8 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 8 MotherMyrtle/TColMaster
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 9 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 9 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 10 Zetha/morph147:
    Spoiler:
    Hourglass Card 10 Zetha/morph147
    The Unicorn
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: Your check to acquire is blessed.
    To Acquire:
    Charisma
    Disable 4+#
    On any check, discard to bless.
    On another character's check, discard to give them a boon.
    Discard to explore. Before acting, you may give a boon to a local character.
    Hourglass Card 11 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 11 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 12 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 12 Kess/MatsuKurisu
    The First
    Core
    Blessing 3
    Traits:
    Deity: Asmodeus
    Divine
    When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
    Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
    Hourglass Card 13 Zetha/morph147:
    Spoiler:
    Hourglass Card 13 Zetha/morph147
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.
    Hourglass Card 14 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 14 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 15 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 15 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 16 Zetha/morph147:
    Spoiler:
    Hourglass Card 16 Zetha/morph147
    Grandmother Nightmare
    Core
    Blessing 3
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
    To Acquire:
    Intelligence
    Arcane
    Divine 8
    On any check, discard to bless.
    On a check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Hourglass Card 17 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 17 MotherMyrtle/TColMaster
    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 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 18 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 19 Zetha/morph147:
    Spoiler:
    Hourglass Card 19 Zetha/morph147
    The Lucky Drunk
    Core
    Blessing 3
    Traits:
    Deity: Cayden Cailean
    Divine
    When this is the hour: After your exploration, you may move to a random location.
    To Acquire:
    Charisma
    Divine
    Fortitude 8
    On another local character's check, discard to bless twice.
    Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
    Hourglass Card 20 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 20 MotherMyrtle/TColMaster
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 21 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 21 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 22 Zetha/morph147:
    Spoiler:
    Hourglass Card 22 Zetha/morph147
    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
    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 24 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 24 Kess/MatsuKurisu
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
    To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.
    Hourglass Card 25 Zetha/morph147:
    Spoiler:
    Hourglass Card 25 Zetha/morph147
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 26 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 26 MotherMyrtle/TColMaster
    The Fiend
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
    To Acquire:
    Strength
    Melee 4+#
    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.
    Hourglass Card 27 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 27 Kess/MatsuKurisu
    The Prince of Pain
    Core
    Blessing 3
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
    To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.

    Location #1: 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: Pigs Displayed: 0

    Pits Card 1:
    Madness Mist Trap
    CotCT
    Barrier 3
    Traits:
    Cache
    Lock
    Magic
    Trap
    To Defeat:
    Disable 8
    OR Fortitude 10
    If defeated, draw a new spell or item.
    If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.
    Pits Card 2:
    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.

    Pits Card 3:
    Leech
    CotCT
    Ally 1
    Traits:
    Healing
    Vermin
    To Acquire:
    Wisdom
    Knowledge
    Survival 6
    Recharge to heal a local character 1d4-1 cards.
    Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
    Pits Card 4:
    Sable Company Leathers
    CotCT
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Acrobatics
    Fortitude 10
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
    Pits Card 5:
    Symbol of Fear
    CotCT
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 10
    If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
    Pits Card 6:
    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.

    Pits Card 7:
    Inquisitor Devil
    CotCT
    Monster 3
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 17
    OR Arcane 10
    Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
    While acting, when another character plays a card, they suffer 1 Cold damage.
    If undefeated, suffer the scourge Poisoned.
    Pits Card 8:
    Twitch Tonic
    CotCT
    Item 2
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 10
    Discard to explore.
    Banish to heal a local character 1d4+1 allies.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 12 check to recharge this card.

    Pits Card 9:
    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.
    Pits Card 10:
    Wounding Spear-axe
    CotCT
    Weapon 3
    Traits:
    2-Handed
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Location #2: Plaza
    Urban
    At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Zetha/morph147, MotherMyrtle/TColMaster, Drums of Haste
    Plaza Card 1:
    Wailing Maidens
    CotCT
    Barrier 3
    Traits:
    Trap
    Trigger
    To Defeat:
    Wisdom
    Disable
    Perception
    Stealth 13
    When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
    Plaza Card 2:
    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.
    Plaza Card 3:
    Hellknight of the Nail
    CotCT
    Ally 3
    Traits:
    Hellknight
    Human
    To Acquire:
    Charisma
    Diplomacy 11
    On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.
    Plaza Card 4:
    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.
    Plaza Card 5:
    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.

    Location #3: Abandoned Shacks
    Urban
    At This Location: Characters may not play allies.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character moves to a random other location.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Abandoned Shacks Card 1:
    Venomous Dagger
    Core
    Weapon 3
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 11
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
    Abandoned Shacks Card 2:
    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.
    Abandoned Shacks Card 3:
    Infantry Devil
    CotCT
    Monster 2
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 14
    OR Arcane 9
    Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
    If undefeated, suffer the scourge Plagued.
    Abandoned Shacks Card 4:
    Tangleburn Bag
    Core
    Item 2
    Traits:
    Alchemical
    Attack
    Fire
    Object
    To Acquire:
    Intelligence
    Craft 10
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 12 check to recharge this card.
    Abandoned Shacks Card 5:
    Boots of Friendly Terrain
    Core
    Item 1
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Stealth 8
    On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
    Abandoned Shacks Card 6:
    Secret Stockpile
    Core
    Barrier 2
    Traits:
    Cache
    Lock
    To Defeat:
    Dexterity
    Disable 9
    OR Wisdom
    Perception 11
    If undefeated, you may banish this barrier.
    If defeated, draw a new weapon and a new armor.
    Abandoned Shacks Card 7:
    Razor Snare
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Survival 6
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
    Abandoned Shacks Card 8:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Abandoned Shacks Card 9:
    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 10:
    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.

    Location #4: Tenement
    Urban
    At This Location: On your check to acquire an ally, you may bury a boon to add 1d8.
    When Closing: Bury a boon.
    When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Kess/MatsuKurisu, None
    Tenement Card 1:
    Foes On All Sides
    CotCT
    Barrier 2
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
    Tenement Card 2:
    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.
    Tenement Card 3:
    Voidglass Armor
    Core
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    Display. While displayed:
    * When you suffer any damage, you may recharge to reduce it by 1.
    * When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    Tenement Card 4:
    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.
    Tenement Card 5:
    Henchman Proxy B3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Tenement Card 6:
    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.
    Tenement Card 7:
    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.
    Tenement Card 8:
    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.
    Tenement Card 9:
    Wolverine
    CotCT
    Ally 3
    Traits:
    Animal
    Veteran
    To Acquire:
    Wisdom
    Survival 9
    On your combat check, if you would fail by 1+# or less, bury to reroll.
    Discard to explore. This exploration, on your Stealth checks, add 1d6.
    Tenement Card 10:
    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.

    Location #5: 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:
    Vencarlo Orisini
    CotCT
    Supporter 1
    Traits:
    Expert
    Human
    Display. While displayed:
    * On any combat check, after the roll, you may bury to add 1d6.
    * ? On any combat check, you may bury to reroll.
    Base Card 2:
    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:
    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 4:
    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 5:
    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 6:
    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 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 #6: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 3 ?: 0
    Located/Displayed Here: Loot
    Cards Not In the Box Card 1:
    Blackjack's Rapier
    CotCT
    Weapon 4
    Traits:
    Blackjack
    Finesse
    Loot
    Magic
    Melee
    Piercing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 13
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
    If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
    Cards Not In the Box Card 2:
    Blackjack's Gear
    CotCT
    Item 4
    Traits:
    Blackjack
    Clothing
    Loot
    Magic
    To Acquire:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 13
    Display. While displayed:
    * You may recharge to heal a Blackjack weapon.
    * You may recharge to move. You may not use this power during an encounter.
    * On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
    Cards Not In the Box Card 3:
    Blackjack's Daggers
    CotCT
    Weapon 4
    Traits:
    Blackjack
    Finesse
    Knife
    Loot
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 11
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
    Cards Not In the Box Card 4:
    Ruan Mirukova
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 12
    On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
    Discard to explore; you may first heal a card.
    Cards Not In the Box Card 5:
    Ausio Carowyn
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 7
    OR Banish A Weapon 0
    On a local check to acquire, bury to add 2d12.
    Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
    Cards Not In the Box Card 6:
    The Rakshasa
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
    To Acquire:
    Intelligence
    Arcane 4+#
    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.
    Cards Not In the Box Card 7:
    The Vision
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
    To Acquire:
    Intelligence
    Arcane 4+#
    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.
    Cards Not In the Box Card 8:
    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.

    Location #7: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Emperor Pile

  • Vigilant Seal

    Deck handler link

    Out of Turn Updates

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

    Blessing = #3 Kess/Matsu Kurisu: Abadar's Law
    When this is the hour: On your check to close or to guard, add 1d4.

    Start of Turn

    At: #4: Tenement
    Blood Pig moves: 1d4 ⇒ 2 - #2: Plaza

    Give: No
    Move: No
    At This Location: On your check to acquire an ally, you may bury a boon to add 1d8.

    Blood Pig: No defeated. #2: Plaza 1: Wailing Maidens - Banished to Emperor pile

    Free explore = 1: Foes On All Sides, Barrier 2: Special

    Spoiler:
    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.

    Summons and encounters the danger+#DC
    Thug Combat 10+## OR Charisma/Diplomacy 7+#:
    [b]Thug
    Story Bane Monster 0
    Traits Fighter, Human
    Check Combat 10+## OR Charisma/Diplomacy 7+#
    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Melee 1d10+1+3, reveal Crowbar +1d10
    BYA Melee 7(4+3): 1d10 + 1 + 3 + 1d10 ⇒ (5) + 1 + 3 + (5) = 14 - success
    Foes On All Sides +3DC to defeat
    Kess.Melee 1d10+1+3+1d12, Reveal Fire Gecko 1d4, Kess.Recharge(Verdant Rager AD2) +1d4+2, Recharge Crocodile Skin Madu +1d4
    Combat 19(10+3+3+3): 1d10 + 1 + 3 + 1d12 + 1d4 + 1d4 + 2 + 1d4 ⇒ (10) + 1 + 3 + (6) + (4) + (3) + 2 + (2) = 31 - BANISHED

    Discard Stone Weasel (AD0) explore, +1d4 vs items = 2: Gorum's Iron, Blessing 1: Melee 7(4+3)

    Spoiler:
    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.

    Melee 1d10+1+3, reveal Crowbar +1d10
    Melee 7(4+3): 1d10 + 1 + 3 + 1d10 ⇒ (6) + 1 + 3 + (10) = 20 - Acquired

    Discard ac Gorum's Iron explore = 3: Voidglass Armor, Armor 3: Fortitude 9

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

    Constitution 1d8+1,
    Fortitude 9: 1d8 + 1 ⇒ (3) + 1 = 4 - Banished

    Kess ends her turn.

    Kess attempts to recover all cards in her Recovery pile.

    Kess resets her hand.
    Discard
    Draw up Cloud Puff, Iron Knuckles

    Summary
    Location = #4: Tenement
    Acquired = 2: Gorum's Iron,
    Banished = 1: Foes On All Sides, 3: Voidglass Armor
    Examined =

    Location = #2: Plaza
    Banished = 1: Wailing Maidens
    Emperor Pile = 1: Wailing Maidens

    From Box =
    Displayed =
    Give =
    Used =

    Other =
    "

    Kess wrote:

    Hand: Crowbar, Fire Gecko (AD1), hw The Vision, Blessing of Gozreh, Cloud Puff, Iron Knuckles,

    Displayed:
    Deck: 13 Discard: 2 Buried: 0
    Hero Points: 2
    NOTES:
    Available Support: Distant:
    Local: Ally recharge powers available
    [X] When another local character would encounter a monster, you may discard a card to encounter it instead (Use if you encounter a Monster you don't like).
    Other: Other: On Close, Move to #6: 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 [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).
    You may add Blackjack cards to your deck list in addition to your other cards.
    After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
    At the start of your turn, you may exchange a card in your hand with a card in your kit.
    □ When you would recharge, shufle, discard, or bury a boon for your character or role power, you may reload a Blackjack boon instead.
    □ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (□ or 2 dice).
    [X] When another local character would encounter a monster (□ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (□ and add 1d6 to your checks against it).
    □ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
    □ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    Zetha's Deck Handler

    Hour is The Cyclone
    Hour power is The difficulty of your non-combat check against a bane is increased by 3.

    Start of turn
    RL for bloodshot pigs: 1d4 ⇒ 1 Pits

    will add 2 random monsters from the box,
    RM#1 Ghoul Bat
    RM#2 Emperor Cobra

    Move
    Move to Pits, Will display 1 squealing pigs next to the pits and then encounter Bloodshot pigs
    Will use ahtez for combat - stealth+adventure deck number
    Combat 12: 1d10 + 5 + 3 ⇒ (8) + 5 + 3 = 16 Success. Draw top card of Pits, its Madness Mist Trap which is bane so banish.

    First explore
    Encounter Pits Card 2: Wand of Acid Burst, banish dire badger to use stealth, Stealth 6: 1d10 + 5 ⇒ (8) + 5 = 13 Success. acquire wand of acid burst

    Second Explore
    Discard Blessing of the gods to explore again. Encounter Pits Card 3: Leech. Banish Vampiric Mist to use stealth
    Stealth 6: 1d10 + 5 ⇒ (9) + 5 = 14 Success. Acquire Leech

    Third Explore
    discard blessing of Pharasma to encounter Pits Card 4: Sable Company Leathers. Banish Ghoul Bat to use stealth
    Stealth 10: 1d10 + 5 ⇒ (10) + 5 = 15 Success. Acquire and display it.

    Recharge leech to heal Heal : 1d4 - 1 ⇒ (1) - 1 = 0 ouch. I guess I just reshuffle my deck then

    Upkeep
    Reset hand, end turn
    "

    Zetha wrote:

    Hand: Black Spot, Wand of Acid Burst, Apprentice, The Joke, Harrowstrike, Emperor Cobra,

    Displayed: Ahtez, Sable Company Leathers,
    Deck: 13 Discard: 3 Buried: 0
    Current Location: Base
    Hero Points: 3
    NOTES:
    Available Support: ask for blessings except againist henchmen/villian
    Movement: Move me to Base
    Other: N/a

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Researcher, Rain of Frogs, Blessing of the Gods (2), Stalking Armor, Leech, Charm Monster, Bound Lantern Archon, Evolution Surge, Staff of Minor Healing (Core), Enchanted Fang, Blessing of the Gods (1), Augury, Sage's Journal (Core)
    Recharged:
    Discard Pile: Troubadour (Core), Blessing of the Gods (3), 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 ☐ 8 ☐ 9
    Proficiencies:
    {Arcane}
    POWERS:
    After you play a spell that has the Attack trait, banish it.

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

    "

    Upkeep
    Move=Pits
    Banish=Pits #1
    acquire=Pits #2, #3, #4

    display=squealing pigs next to pits


    TColMaster Mother Myrtle Alc/Arc/Support

    Out of Turn Updates: None

    Turn - Hour: The Sickness
    Hour Rules: When you suffer damage, suffer the scourge Plagued.
    SOT: None

    Pig Blood RNG: 1d4 ⇒ 3

    Give Card: None
    Move: Abandoned Shacks
    Pig Blood Bout Survival 7: 1d12 + 4 ⇒ (7) + 4 = 11
    Defeated
    Top Card - Weapon 3, Drawn.

    Location Powers: None
    Explore: Slick Leather

    Fort 7: 1d8 + 1 ⇒ (5) + 1 = 6
    Failed
    MM ends their turn.

    MM attempts to recover all cards in their Recovery pile.

    MM resets their hand.
    -Discard Venemous Dagger
    [u]Summary[/u]
    Acquired: Venomous Dagger
    Banished: None
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None

    Mother Myrtle wrote:

    Hand: Tangleburn Bag, Blast Stone, Persona Mask, Acid Flask, Incitation, Clockwork Servant,

    Displayed:
    Deck: 15 Discard: 1 Buried: 1
    "Hero Points: 0
    XP: 6 // Mother Myrtle has the following scourges marked:
    Poisoned:
    While Marked:
    After you reset, recharge a random card.

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

    "
    "NOTES:
    Available Support: Blessings are available for use.
    Movement: 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, Deflect, Acid Arrow, Elizir of Healing, Magic Chain Mail, Poison Blast, Wand of Acid Burst, Snake
    Recharged: Ruan Mirukova - Loot, Noble,
    Discard Pile: Venomous Dagger,
    Buried Pile: Elixir of Focus,
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Constitution +1
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowlege: INT +2
    Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Survival: Wisdom +2
    Craft: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3

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

    Vigilant Seal

    Deck handler link

    Out of Turn Updates

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

    Blessing = #3 Kess/Matsu Kurisu: The Liar
    When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.

    Start of Turn

    At: #4: Tenement
    Blood Pig moves: 1d4 ⇒ 2 - #2: Plaza

    Give: No
    Move: No
    At This Location: On your check to acquire an ally, you may bury a boon to add 1d8.

    Blood Pig: No defeated. #2: Plaza 2: Drums of Haste - Banished to Emperor pile

    Free explore = 4: Werewolf, Monster 1: Combat 11

    Spoiler:
    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.

    Hour = 1, no DC increase
    Kess.Melee 1d10+1+3+1d12, Reveal Iron Knuckles +1d4, Reveal Fire Gecko (AD1) +1d4, Hour:The Liar = #Allies -1
    Combat 11: 1d10 + 1 + 3 + 1d12 + 1d4 + 1d4 - 1 ⇒ (9) + 1 + 3 + (12) + (2) + (2) - 1 = 28 - BANISHED
    Kess.Heal card#: 1d2 ⇒ 1 Stone Weasel (AD0)

    Discard Blessing of Gozreh explore = 5: Henchman Proxy B3
    Squeeling Pigs - Draw

    Kess ends her turn.

    Kess attempts to recover all cards in her Recovery pile.

    Kess resets her hand.
    Discard
    Draw up Nil

    [b]Summary
    Location = #4: Tenement
    Acquired = 5: Henchman Proxy B3 (Squeeling Pigs)
    Banished = 4: Werewolf
    Examined =

    Location = #2: Plaza
    Banished = 2: Drums of Haste
    Emperor Pile = 1: Wailing Maidens, 2: Drums of Haste

    From Box =
    Displayed =
    Give =
    Used =

    Other =
    "

    Kess wrote:

    Hand: Crowbar, Cloud Puff, Iron Knuckles, Fire Gecko (AD1), hw The Vision, Squeeling Pigs,

    Displayed:
    Deck: 14 Discard: 2 Buried: 0
    Hero Points: 2
    NOTES:
    Available Support: Distant: Blessing available
    Local: Ally recharge powers available
    [X] When another local character would encounter a monster, you may discard a card to encounter it instead (Use if you encounter a Monster you don't like).
    Other: Other: On Close, Move to #6: 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 [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).
    You may add Blackjack cards to your deck list in addition to your other cards.
    After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
    At the start of your turn, you may exchange a card in your hand with a card in your kit.
    □ When you would recharge, shufle, discard, or bury a boon for your character or role power, you may reload a Blackjack boon instead.
    □ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (□ or 2 dice).
    [X] When another local character would encounter a monster (□ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (□ and add 1d6 to your checks against it).
    □ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
    □ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


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

    During This Adventure:

  • The Harrow suit is Books.
  • Add 1d4 to Intelligence non-combat checks.
  • When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.
  • Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades

    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 CotCT3B: THE EMPEROR OF OLD KORVOSA

  • At the start of your turn, display Blood Pig Bout next to a random location. At the end of your move step, if you are at Blood Pig Bout's location, encounter it. Then, if you did not defeat or encounter Blood Pig Bout, put the top card of Blood Pig Bout's location faceup on an emperor pile next to the scenario. If only 1 location has cards, banish Blood Pig Bout.
  • When you encounter a Squealing Pig, draw it. When at the location Pits, you may display the ally Pig or a Squealing Pig next to the location; when the number of those cards is greater than or equal to the number of locations, banish Blood Pig Bout.
  • When Blood Pig Bout is banished, add the new location Throne Room and shuffle the villain Pilts Swastel and the non-closing henchman Jabbyr into it, then shuffle the emperor pile and reload it into the Throne Room. All Proxy B's are now the non-closing henchman Thug.
    To win, defeat and corner Pilts Swastel.

    Additional Rules: THREAT LIST:
    Danger: Thug
    Villain: None
    Closing Henchmen: None (See above)

    Scenario Level (#): 3

    Turn: 7, Zetha/morph147

    Random Cards:

    Monsters
    Spoiler:
    Will-o'-wisp
    Core
    Monster 2
    Traits:
    Aberration
    Electricity
    To Defeat:
    Combat 13
    Immune to Attack. All damage is Electricity damage.
    After acting, if you have fewer cards in your deck than your hand size, shuffle this bane into a random location.

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

    Spoiler:
    Giant Anaconda
    CotCT
    Monster 3
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    Vulnerable to Cold.
    If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.

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

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

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

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

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

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

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

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

    Spoiler:
    Flaming Mace
    Core
    Weapon 2
    Traits:
    Bludgeoning
    Fire
    Mace
    Magic
    Melee
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.

    Spoiler:
    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:
    Embiggen
    CotCT
    Spell 2
    Traits:
    Arcane
    Divine
    Magic
    Promo
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    Freely display next to a local character. While displayed:
    * Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one).
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.

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

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

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


    Spoiler:
    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.


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

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

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

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

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


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

    Spoiler:
    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.

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

    Spoiler:
    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:
    Fortune-teller
    CotCT
    Ally 2
    Traits:
    Human
    Medium
    Harrow
    To Acquire:
    Charisma
    Diplomacy 11
    At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
    Discard to examine the top card of your location, then you may explore.

    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:
    Acadamae Scholar
    CotCT
    Ally 3
    Traits:
    Human
    Wizard
    To Acquire:
    Intelligence
    Arcane 10
    OR Charisma
    Diplomacy 14
    At the start of your turn, reveal to heal the ally Acadamae Student.
    On your Arcane check or your check against an Outsider card, reveal to add 1.
    Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.

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

    Spoiler:
    Lady of Valor
    Core
    Blessing 3
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On another character's check to defeat, discard to add 2d8; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

    Spoiler:
    The 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.

    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:
    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.

    Hour Power: On your check, you may discard a card to reroll 1 die showing 1 or 2.

    Current Hour:

    Cayden Cailean's Revelry:
    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.

    Hours Remaining: 23

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 1 MotherMyrtle/TColMaster
    The Worldbreaker
    Core
    Blessing 3
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: You may banish a random blessing from your discards to explore.
    To Acquire:
    Banish A Boon 0
    On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 2 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 2 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 3 Zetha/morph147:
    Spoiler:
    Hourglass Card 3 Zetha/morph147
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 4 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 4 MotherMyrtle/TColMaster
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 5 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 5 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 6 Zetha/morph147:
    Spoiler:
    Hourglass Card 6 Zetha/morph147
    The Unicorn
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: Your check to acquire is blessed.
    To Acquire:
    Charisma
    Disable 4+#
    On any check, discard to bless.
    On another character's check, discard to give them a boon.
    Discard to explore. Before acting, you may give a boon to a local character.
    Hourglass Card 7 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 7 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 8 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 8 Kess/MatsuKurisu
    The First
    Core
    Blessing 3
    Traits:
    Deity: Asmodeus
    Divine
    When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
    Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
    Hourglass Card 9 Zetha/morph147:
    Spoiler:
    Hourglass Card 9 Zetha/morph147
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.
    Hourglass Card 10 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 10 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 11 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 11 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 12 Zetha/morph147:
    Spoiler:
    Hourglass Card 12 Zetha/morph147
    Grandmother Nightmare
    Core
    Blessing 3
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
    To Acquire:
    Intelligence
    Arcane
    Divine 8
    On any check, discard to bless.
    On a check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Hourglass Card 13 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 13 MotherMyrtle/TColMaster
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 14 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 14 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 15 Zetha/morph147:
    Spoiler:
    Hourglass Card 15 Zetha/morph147
    The Lucky Drunk
    Core
    Blessing 3
    Traits:
    Deity: Cayden Cailean
    Divine
    When this is the hour: After your exploration, you may move to a random location.
    To Acquire:
    Charisma
    Divine
    Fortitude 8
    On another local character's check, discard to bless twice.
    Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
    Hourglass Card 16 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 16 MotherMyrtle/TColMaster
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 17 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 17 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 18 Zetha/morph147:
    Spoiler:
    Hourglass Card 18 Zetha/morph147
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 19 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 19 MotherMyrtle/TColMaster
    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 20 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 20 Kess/MatsuKurisu
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
    To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.
    Hourglass Card 21 Zetha/morph147:
    Spoiler:
    Hourglass Card 21 Zetha/morph147
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 22 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 22 MotherMyrtle/TColMaster
    The Fiend
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
    To Acquire:
    Strength
    Melee 4+#
    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.
    Hourglass Card 23 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 23 Kess/MatsuKurisu
    The Prince of Pain
    Core
    Blessing 3
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
    To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.

    Location #1: 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: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Zetha/morph147, Pigs Displayed: 1

    Pits Card 1:
    Sable Company Leathers
    CotCT
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Acrobatics
    Fortitude 10
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
    Pits Card 2:
    Symbol of Fear
    CotCT
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 10
    If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
    Pits Card 3:
    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.

    Pits Card 4:
    Inquisitor Devil
    CotCT
    Monster 3
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 17
    OR Arcane 10
    Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
    While acting, when another character plays a card, they suffer 1 Cold damage.
    If undefeated, suffer the scourge Poisoned.
    Pits Card 5:
    Twitch Tonic
    CotCT
    Item 2
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 10
    Discard to explore.
    Banish to heal a local character 1d4+1 allies.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 12 check to recharge this card.

    Pits Card 6:
    Henchman Proxy B2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Pits Card 7:
    Wounding Spear-axe
    CotCT
    Weapon 3
    Traits:
    2-Handed
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Location #2: Plaza
    Urban
    At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Drums of Haste
    Plaza Card 1:
    Hellknight of the Nail
    CotCT
    Ally 3
    Traits:
    Hellknight
    Human
    To Acquire:
    Charisma
    Diplomacy 11
    On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.
    Plaza Card 2:
    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.
    Plaza Card 3:
    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.

    Location #3: Abandoned Shacks
    Urban
    At This Location: Characters may not play allies.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character moves to a random other location.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: MotherMyrtle/TColMaster, None
    Abandoned Shacks Card 1:
    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.
    Abandoned Shacks Card 2:
    Tangleburn Bag
    Core
    Item 2
    Traits:
    Alchemical
    Attack
    Fire
    Object
    To Acquire:
    Intelligence
    Craft 10
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 12 check to recharge this card.
    Abandoned Shacks Card 3:
    Boots of Friendly Terrain
    Core
    Item 1
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Stealth 8
    On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
    Abandoned Shacks Card 4:
    Secret Stockpile
    Core
    Barrier 2
    Traits:
    Cache
    Lock
    To Defeat:
    Dexterity
    Disable 9
    OR Wisdom
    Perception 11
    If undefeated, you may banish this barrier.
    If defeated, draw a new weapon and a new armor.
    Abandoned Shacks Card 5:
    Razor Snare
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Survival 6
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
    Abandoned Shacks Card 6:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Abandoned Shacks 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.
    Abandoned Shacks Card 8:
    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.

    Location #4: Tenement
    Urban
    At This Location: On your check to acquire an ally, you may bury a boon to add 1d8.
    When Closing: Bury a boon.
    When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
    M: 0 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Kess/MatsuKurisu, None
    Tenement 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.
    Tenement Card 2:
    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.
    Tenement Card 3:
    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.
    Tenement Card 4:
    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.
    Tenement Card 5:
    Wolverine
    CotCT
    Ally 3
    Traits:
    Animal
    Veteran
    To Acquire:
    Wisdom
    Survival 9
    On your combat check, if you would fail by 1+# or less, bury to reroll.
    Discard to explore. This exploration, on your Stealth checks, add 1d6.
    Tenement Card 6:
    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.

    Location #5: 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:
    Vencarlo Orisini
    CotCT
    Supporter 1
    Traits:
    Expert
    Human
    Display. While displayed:
    * On any combat check, after the roll, you may bury to add 1d6.
    * ? On any combat check, you may bury to reroll.
    Base Card 2:
    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:
    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 4:
    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 5:
    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 6:
    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 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 #6: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 3 ?: 0
    Located/Displayed Here: Loot
    Cards Not In the Box Card 1:
    Blackjack's Rapier
    CotCT
    Weapon 4
    Traits:
    Blackjack
    Finesse
    Loot
    Magic
    Melee
    Piercing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 13
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
    If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
    Cards Not In the Box Card 2:
    Blackjack's Gear
    CotCT
    Item 4
    Traits:
    Blackjack
    Clothing
    Loot
    Magic
    To Acquire:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 13
    Display. While displayed:
    * You may recharge to heal a Blackjack weapon.
    * You may recharge to move. You may not use this power during an encounter.
    * On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
    Cards Not In the Box Card 3:
    Blackjack's Daggers
    CotCT
    Weapon 4
    Traits:
    Blackjack
    Finesse
    Knife
    Loot
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 11
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
    Cards Not In the Box Card 4:
    Ruan Mirukova
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 12
    On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
    Discard to explore; you may first heal a card.
    Cards Not In the Box Card 5:
    Ausio Carowyn
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 7
    OR Banish A Weapon 0
    On a local check to acquire, bury to add 2d12.
    Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
    Cards Not In the Box Card 6:
    The Rakshasa
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
    To Acquire:
    Intelligence
    Arcane 4+#
    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.
    Cards Not In the Box Card 7:
    The Vision
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
    To Acquire:
    Intelligence
    Arcane 4+#
    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.
    Cards Not In the Box Card 8:
    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.

    Location #7: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Emperor Pile
    Cards Not In the Box Card 1 (Drums of Haste):
    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.
    Cards Not In the Box Card 2 (Wailing Maidens):
    Wailing Maidens
    CotCT
    Barrier 3
    Traits:
    Trap
    Trigger
    To Defeat:
    Wisdom
    Disable
    Perception
    Stealth 13
    When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.


  • Zetha's Deck Handler

    Hour is Cayden Cailean's Revelry
    Hour power is On your check, you may discard a card to reroll 1 die showing 1 or 2.

    Start of turn
    2 random monsters from the box to hand
    RM #1: Will-o'-wisp
    RM#2: Harpy

    Scenario RL: 1d4 ⇒ 1 Blood Pig Bout to Pits

    Move
    Stay at pits

    Encounter Blood Pig Bout. Use ahtez ability to use stealth+adventure deck number. Will recharge The joke to bless, and recharging wand of acid burst and Harrowstrike to draw staff of minor healing and blessing of the gods.
    Combat 12: 1d10 + 5 + 3 + 1d10 ⇒ (5) + 5 + 3 + (1) = 14 Success. Draw top card of Pits to get Pits Card 2: Symbol of Fear - bane so banish

    First explore
    Encounter Pits Card 3: Frost Ray. Banish Harpy to use stealth, +1d4 to acquire spells
    Stealth 7: 1d10 + 5 + 1d4 ⇒ (1) + 5 + (1) = 7 Success.

    Zetha will stop here to build up for a major turn next round.

    recharge staff of minor healing to heal blessing of the gods 3.

    Reset hand. End turn

    "

    Zetha wrote:

    Hand: Black Spot, Apprentice, Blessing of the Gods (1), Frost Ray, Emperor Cobra, Will-o'-wisp,

    Displayed: Ahtez, Sable Company Leathers,
    Deck: 16 Discard: 2 Buried: 0
    Current Location: Base
    Hero Points: 3
    NOTES:
    Available Support: ask for blessings except againist henchmen/villian
    Movement: Move me to Base
    Other: N/a

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Harrowstrike, Stalking Armor, Leech, Researcher, Charm Monster, Blessing of the Gods (3), Augury, Staff of Minor Healing (Core), Bound Lantern Archon, Evolution Surge, Wand of Acid Burst, Enchanted Fang, The Joke, Blessing of the Gods (2), Rain of Frogs, Sage's Journal (Core)
    Recharged:
    Discard Pile: Troubadour (Core), 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 ☐ 8 ☐ 9
    Proficiencies:
    {Arcane}
    POWERS:
    After you play a spell that has the Attack trait, banish it.

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

    "

    Upkeep
    banish= Symbol of fear

    Notes=Zetha acquired Pits #1 on her last turn so this was skipped here.


    TColMaster Mother Myrtle Alc/Arc/Support

    Out of Turn Updates: None

    Turn - Hour: The Worldbreaker
    Hour Rules: You may banish a random blessing from your discards to explore.
    SOT: None

    Pig Bout: 1d4 ⇒ 2
    Give Card: None
    Move: Plaza
    Pig Blood Bout Survival 7: 1d12 + 4 ⇒ (10) + 4 = 14

    Location Powers: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
    Explore: Hellknight

    Hellknight or Bodyguard
    Incitation
    Bodyguard Fort 6: 2d8 + 1 ⇒ (3, 6) + 1 = 10
    Acquired

    MM ends their turn.

    MM attempts to recover all cards in their Recovery pile.

    MM resets their hand.

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

    Mother Myrtle wrote:

    Hand: Tangleburn Bag, Blast Stone, Persona Mask, Acid Flask, Bodyguard, Clockwork Servant,

    Displayed:
    Deck: 16 Discard: 2 Buried: 1
    "Hero Points: 0
    XP: 6 // Mother Myrtle has the following scourges marked:
    Poisoned:
    While Marked:
    After you reset, recharge a random card.

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

    "
    "NOTES:
    Available Support: Blessings are available for use.
    Movement: 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): Snake, Wand of Acid Burst, Magic Chain Mail, Poison Blast, Elizir of Healing, Orison, Deflect, Acid Arrow
    Recharged: Ruan Mirukova - Loot, Noble,
    Discard Pile: Venomous Dagger, Incitation,
    Buried Pile: Elixir of Focus,
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Constitution +1
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowlege: INT +2
    Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Survival: Wisdom +2
    Craft: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3

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

    Vigilant Seal

    Deck handler link

    Out of Turn Updates

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

    Blessing = #2 Kess/Matsu Kurisu: Sands of the Hour
    When this is the hour: No effect

    Start of Turn

    Kit Swap: No

    At: #4: Tenement
    Blood Pig moves: 1d4 ⇒ 4 - #4: Tenement

    Give: No
    Move: #1 Pits
    At This Location: On your check to acquire an ally, you may bury a boon to add 1d8.

    Blood Pig: No defeated. #4: Tenement 1: Henchman Proxy B3- Banished to Emperor pile

    [b]Display Squeeling Pigs @ #1 Pits. Total = 2

    Free explore = 4: Inquisitor Devil, Monster 3: Combat 17

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

    Kess.Melee 1d10+1+3+1d12, Reveal Iron Knuckles +1d4, Reveal Fire Gecko (AD1) +1d4,
    Combat 17: 1d10 + 1 + 3 + 1d12 + 1d4 + 1d4 ⇒ (5) + 1 + 3 + (3) + (1) + (4) = 17 - BANISHED
    Kess.Heal card#: 1d2 ⇒ 2 Blessing of Gozreh

    Kess ends her turn.

    Kess attempts to recover all cards in her Recovery pile.

    Kess resets her hand.
    Reveal Plant (Cloud Puff) +1HS
    Discard
    Draw up lt Blackjack's Rapier, Quartermaster (AD0)

    Summary
    Location = #1: Pits
    Acquired =
    Banished = 4: Inquisitor Devil
    Examined =

    Location = #4: Tenement
    Banished = 1: Henchman Proxy B3
    Emperor Pile = 1: Wailing Maidens, 2: Drums of Haste, 1: Henchman Proxy B3

    From Box =
    Displayed = Squeeling Pigs @ #1 Pits. Total = 2
    Give =
    Used =

    Other =

    "

    Kess wrote:

    Hand: Crowbar, Cloud Puff, Iron Knuckles, Fire Gecko (AD1), hw The Vision, lt Blackjack's Rapier, Quartermaster (AD0),

    Displayed: Squeeling Pigs,
    Deck: 13 Discard: 1 Buried: 0
    Hero Points: 2
    NOTES:
    Available Support: Distant: Blessing available
    Local: Ally recharge powers available
    [X] When another local character would encounter a monster, you may discard a card to encounter it instead (Use if you encounter a Monster you don't like).
    Other: Other: On Close, Move to #6: 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 [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).
    You may add Blackjack cards to your deck list in addition to your other cards.
    After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
    At the start of your turn, you may exchange a card in your hand with a card in your kit.
    □ When you would recharge, shufle, discard, or bury a boon for your character or role power, you may reload a Blackjack boon instead.
    □ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (□ or 2 dice).
    [X] When another local character would encounter a monster (□ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (□ and add 1d6 to your checks against it).
    □ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
    □ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    Zetha's Deck Handler

    Hour is Irori's Mastery
    Hour power is On your blessed check, you may reroll any dice showing 1.

    Start of turn
    Zetha draws 2 random monsters from the box.
    RM#3 Wood Golem
    RM#4 Giant Anaconda

    RL: 1d4 ⇒ 1 Blood Pig bout to Pits.

    Banish Will-o-wisp to move to Plaza.

    Give
    Give MM Frost Ray

    Move
    Move to Pits

    encounter blood pigs bout. Use ahtez's stealth+adventure deck number for combat
    Stealth 12: 1d10 + 5 + 3 ⇒ (3) + 5 + 3 = 11 Fail
    Damage : 1d4 ⇒ 3 banish Giant Anadaconda to reduce damage by 5.

    put Pits Card 5: Twitch Tonic in treasure pile, discard an ally

    First explore
    Encounter Pits Card 6: Henchman Proxy B2 - Squealing pigs, Draw squealing pigs. Display squealing pigs next to pits.

    Second Explore
    discard blessing of the gods to explore. encounter Wounding Spear-axe
    bainsh wood golem to use stealth. Stealth 11: 1d10 + 5 ⇒ (5) + 5 = 10 [ooc]Banish

    will choose not to close. Need rules check because 3 squealing pigs are displayed to pits and 3 locations have cards. Does this mean villian appears or does 1 location need to be closed

    End turn
    Reset hand end turn

    "

    Zetha wrote:

    Hand: Black Spot, Charm Monster, Bound Lantern Archon, Leech, Emperor Cobra, Staff of Minor Healing (Core),

    Displayed: Ahtez, Sable Company Leathers,
    Deck: 12 Discard: 4 Buried: 0
    Current Location: Base
    Hero Points: 3
    NOTES:
    Available Support: ask for blessings except againist henchmen/villian
    Movement: Move me to Base
    Other: N/a

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Stalking Armor, Sage's Journal (Core), Researcher, Harrowstrike, The Joke, Blessing of the Gods (2), Wand of Acid Burst, Enchanted Fang, Rain of Frogs, Evolution Surge, Augury, Blessing of the Gods (3)
    Recharged:
    Discard Pile: Troubadour (Core), Blessing of Pharasma, Apprentice, Blessing of the Gods (1),
    Buried Pile:

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

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

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

    "

    Upkeep
    display = Pits Card 6: Henchman Proxy B2 - Squealing pigs
    banish= Pits Card 7: Wounding Spear-axe

    used from box=RM#3 and RM#4
    Pits Card 5: Twitch Tonic to treasure pile

    Gave Frost ray to MM


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

    looks to me Zetha needed to take 2 more damage due to location power..one for failing to defeat blood pig bout and 1 for not acquring weapon

    During This Adventure:

  • The Harrow suit is Books.
  • Add 1d4 to Intelligence non-combat checks.
  • When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.
  • Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades

    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 CotCT3B: THE EMPEROR OF OLD KORVOSA

  • At the start of your turn, display Blood Pig Bout next to a random location. At the end of your move step, if you are at Blood Pig Bout's location, encounter it. Then, if you did not defeat or encounter Blood Pig Bout, put the top card of Blood Pig Bout's location faceup on an emperor pile next to the scenario. If only 1 location has cards, banish Blood Pig Bout.
  • When you encounter a Squealing Pig, draw it. When at the location Pits, you may display the ally Pig or a Squealing Pig next to the location; when the number of those cards is greater than or equal to the number of locations, banish Blood Pig Bout.
  • When Blood Pig Bout is banished, add the new location Throne Room and shuffle the villain Pilts Swastel and the non-closing henchman Jabbyr into it, then shuffle the emperor pile and reload it into the Throne Room. All Proxy B's are now the non-closing henchman Thug.
    To win, defeat and corner Pilts Swastel.

    Additional Rules: THREAT LIST:
    Danger: Thug
    Villain: None
    Closing Henchmen: None (See above)

    Scenario Level (#): 3

    Turn: 11, MotherMyrtle/TColMaster

    Random Cards:

    Monsters
    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:
    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:
    Diseased Rats
    CotCT
    Monster 2
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 13
    OR Stealth
    Survival 9
    Vulnerable to Attack.
    If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.

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

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

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

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

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

    Spoiler:
    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.

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

    Spoiler:
    Shock Kukri
    CotCT
    Weapon 3
    Traits:
    Electricity
    Finesse
    Knife
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Acrobatics
    Melee 12
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.

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

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

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


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

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


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

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

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

    Spoiler:
    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:
    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:
    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.

    Items
    Spoiler:
    Fate-reader Lenses
    CotCT
    Item 3
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Arcane
    Divine
    Perception 8
    On any Perception check, reveal to add 1d10.
    Discard to examine the top 3 cards of any location or the hourglass and return them in any order.

    Spoiler:
    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:
    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:
    Drums of Panic
    CotCT
    Item 3
    Traits:
    Instrument
    Magic
    To Acquire:
    Constitution
    Charisma 10
    When a local character encounters a monster, display at your location.
    While displayed:
    * When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
    * At the start of your turn, discard this card; if proficient, recharge it instead.

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

    Allies
    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:
    Djinn
    Core
    Ally 3
    Traits:
    Genie
    Outsider
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 12
    Recharge to draw a card, then shuffle your deck.
    Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.

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

    Spoiler:
    Eries Yelloweyes
    CotCT
    Ally 2
    Traits:
    Hireling
    Lycanthrope
    To Acquire:
    Wisdom
    Survival 8
    OR Charisma
    Diplomacy 10
    On a local Dexterity check or a local check before acting, recharge to add 1d6.
    Discard to explore. This exploration, you cannot suffer scourges.

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

    Spoiler:
    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.

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

    Spoiler:
    The Inquisitor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: You may not use powers to reroll dice.
    To Acquire:
    Intelligence
    Diplomacy 4+#
    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.

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

    Current Hour:

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

    Hours Remaining: 19

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 1 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 2 Zetha/morph147:
    Spoiler:
    Hourglass Card 2 Zetha/morph147
    The Unicorn
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: Your check to acquire is blessed.
    To Acquire:
    Charisma
    Disable 4+#
    On any check, discard to bless.
    On another character's check, discard to give them a boon.
    Discard to explore. Before acting, you may give a boon to a local character.
    Hourglass Card 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
    The First
    Core
    Blessing 3
    Traits:
    Deity: Asmodeus
    Divine
    When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
    Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
    Hourglass Card 5 Zetha/morph147:
    Spoiler:
    Hourglass Card 5 Zetha/morph147
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.
    Hourglass Card 6 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 6 MotherMyrtle/TColMaster
    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 Carnival
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: All damage is Mental damage that cannot be reduced.
    To Acquire:
    Wisdom
    Acrobatics 4+#
    On any check, discard to bless.
    After the roll, you may flip 1 non-d4 die upside-down and take the new result.
    Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
    Hourglass Card 8 Zetha/morph147:
    Spoiler:
    Hourglass Card 8 Zetha/morph147
    Grandmother Nightmare
    Core
    Blessing 3
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
    To Acquire:
    Intelligence
    Arcane
    Divine 8
    On any check, discard to bless.
    On a check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Hourglass Card 9 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 9 MotherMyrtle/TColMaster
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 10 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 10 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 11 Zetha/morph147:
    Spoiler:
    Hourglass Card 11 Zetha/morph147
    The Lucky Drunk
    Core
    Blessing 3
    Traits:
    Deity: Cayden Cailean
    Divine
    When this is the hour: After your exploration, you may move to a random location.
    To Acquire:
    Charisma
    Divine
    Fortitude 8
    On another local character's check, discard to bless twice.
    Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
    Hourglass Card 12 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 12 MotherMyrtle/TColMaster
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 13 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 13 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 14 Zetha/morph147:
    Spoiler:
    Hourglass Card 14 Zetha/morph147
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 15 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 15 MotherMyrtle/TColMaster
    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 16 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 16 Kess/MatsuKurisu
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
    To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.
    Hourglass Card 17 Zetha/morph147:
    Spoiler:
    Hourglass Card 17 Zetha/morph147
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 18 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 18 MotherMyrtle/TColMaster
    The Fiend
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
    To Acquire:
    Strength
    Melee 4+#
    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.
    Hourglass Card 19 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 19 Kess/MatsuKurisu
    The Prince of Pain
    Core
    Blessing 3
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
    To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.

    Location #1: 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Zetha/morph147, Kess/MatsuKurisu, Pigs Displayed: 3
    Locations remaining: 4

    Location #2: Plaza
    Urban
    At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: MotherMyrtle/TColMaster, Drums of Haste

    Plaza Card 1:
    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.
    Plaza Card 2:
    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.

    Location #3: Abandoned Shacks
    Urban
    At This Location: Characters may not play allies.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character moves to a random other location.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Abandoned Shacks Card 1:
    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.
    Abandoned Shacks Card 2:
    Tangleburn Bag
    Core
    Item 2
    Traits:
    Alchemical
    Attack
    Fire
    Object
    To Acquire:
    Intelligence
    Craft 10
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 12 check to recharge this card.
    Abandoned Shacks Card 3:
    Boots of Friendly Terrain
    Core
    Item 1
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Stealth 8
    On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
    Abandoned Shacks Card 4:
    Secret Stockpile
    Core
    Barrier 2
    Traits:
    Cache
    Lock
    To Defeat:
    Dexterity
    Disable 9
    OR Wisdom
    Perception 11
    If undefeated, you may banish this barrier.
    If defeated, draw a new weapon and a new armor.
    Abandoned Shacks Card 5:
    Razor Snare
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Survival 6
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
    Abandoned Shacks Card 6:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Abandoned Shacks 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.
    Abandoned Shacks Card 8:
    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.

    Location #4: Tenement
    Urban
    At This Location: On your check to acquire an ally, you may bury a boon to add 1d8.
    When Closing: Bury a boon.
    When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
    M: 0 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: None
    Tenement Card 1:
    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.
    Tenement Card 2:
    Ingratiating Minion
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy
    Knowledge 7
    If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
    If defeated, examine the top card of your location; you may ignore effects that trigger when examined.
    Tenement Card 3:
    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.
    Tenement Card 4:
    Wolverine
    CotCT
    Ally 3
    Traits:
    Animal
    Veteran
    To Acquire:
    Wisdom
    Survival 9
    On your combat check, if you would fail by 1+# or less, bury to reroll.
    Discard to explore. This exploration, on your Stealth checks, add 1d6.
    Tenement Card 5:
    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.

    Location #5: 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:
    Vencarlo Orisini
    CotCT
    Supporter 1
    Traits:
    Expert
    Human
    Display. While displayed:
    * On any combat check, after the roll, you may bury to add 1d6.
    * ? On any combat check, you may bury to reroll.
    Base Card 2:
    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:
    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 4:
    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 5:
    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 6:
    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 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 #6: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 3 ?: 0
    Located/Displayed Here: Loot
    Cards Not In the Box Card 1:
    Blackjack's Rapier
    CotCT
    Weapon 4
    Traits:
    Blackjack
    Finesse
    Loot
    Magic
    Melee
    Piercing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 13
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
    If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
    Cards Not In the Box Card 2:
    Blackjack's Gear
    CotCT
    Item 4
    Traits:
    Blackjack
    Clothing
    Loot
    Magic
    To Acquire:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 13
    Display. While displayed:
    * You may recharge to heal a Blackjack weapon.
    * You may recharge to move. You may not use this power during an encounter.
    * On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
    Cards Not In the Box Card 3:
    Blackjack's Daggers
    CotCT
    Weapon 4
    Traits:
    Blackjack
    Finesse
    Knife
    Loot
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 11
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
    Cards Not In the Box Card 4:
    Ruan Mirukova
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 12
    On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
    Discard to explore; you may first heal a card.
    Cards Not In the Box Card 5:
    Ausio Carowyn
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 7
    OR Banish A Weapon 0
    On a local check to acquire, bury to add 2d12.
    Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
    Cards Not In the Box Card 6:
    The Rakshasa
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
    To Acquire:
    Intelligence
    Arcane 4+#
    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.
    Cards Not In the Box Card 7:
    The Vision
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
    To Acquire:
    Intelligence
    Arcane 4+#
    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.
    Cards Not In the Box Card 8:
    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.

    Location #7: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Emperor Pile
    Cards Not In the Box Card 1 (Twitch Tonic):
    Twitch Tonic
    CotCT
    Item 2
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 10
    Discard to explore.
    Banish to heal a local character 1d4+1 allies.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 12 check to recharge this card.

    Cards Not In the Box Card 2 (Henchman Proxy B3):
    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.
    Cards Not In the Box Card 3 (Drums of Haste):
    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.
    Cards Not In the Box Card 4 (Wailing Maidens):
    Wailing Maidens
    CotCT
    Barrier 3
    Traits:
    Trap
    Trigger
    To Defeat:
    Wisdom
    Disable
    Perception
    Stealth 13
    When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.


  • Zetha's Deck Handler

    Correction

    Needed to take 2 more damage, each seperate cases. So I would have banished Emporeor cobra to deal with one of those. discard black spot for the other. Then when reset hand I would have drawn different cards.

    Here is my hand

    "

    Zetha wrote:

    Hand: Rain of Frogs, Charm Monster, Bound Lantern Archon, Leech, The Joke, Staff of Minor Healing (Core),

    Displayed: Ahtez, Sable Company Leathers,
    Deck: 10 Discard: 5 Buried: 0
    Current Location: Base
    Hero Points: 3
    NOTES:
    Available Support: ask for blessings except againist henchmen/villian
    Movement: Move me to Base
    Other: N/a

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Enchanted Fang, Sage's Journal (Core), Stalking Armor, Blessing of the Gods (3), Harrowstrike, Blessing of the Gods (2), Wand of Acid Burst, Evolution Surge, Researcher, Augury
    Recharged:
    Discard Pile: Troubadour (Core), Blessing of Pharasma, Apprentice, Blessing of the Gods (1), Black Spot,
    Buried Pile:

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

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

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

    "


    TColMaster Mother Myrtle Alc/Arc/Support

    Out of Turn Updates: None

    Turn - Hour:Shelyn's Song
    Hour Rules: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    SOT: Pig Bout Location: 1d4 ⇒ 3
    Will NOT move to Shacks, Piggies add Infantry Devil to Emperor Pile
    Give Card: None
    Move: XX -> YY
    Location Powers: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
    Explore: Magic Full Plate
    -Draw from box and choose per Location Powers

    Morph - The Joke

    Voidglass Armor Fort 9: 2d8 + 1 ⇒ (6, 5) + 1 = 12
    Acquired - Display it
    --Discard Bodyguard to Explore

    Acid Flask
    Acid Spraying Skull Dex 4: 3d4 ⇒ (2, 3, 4) = 9
    Banished

    Close Check
    Kess - The Vision - Calling out a "4"
    CHA 8: 2d6 ⇒ (4, 2) = 6
    -Add 4 with The Vision. Location CLOSED

    Move to Tenement

    MM ends their turn.

    MM attempts to recover all cards in their Recovery pile.

    Acid Flask Craft 6: 1d12 + 4 ⇒ (5) + 4 = 9

    MM resets their hand.

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

    Mother Myrtle wrote:

    Hand: Tangleburn Bag, Blast Stone, Persona Mask, Orison, Nethys's Duality, Clockwork Servant,

    Displayed: Voidglass Armor,
    Deck: 17 Discard: 3 Buried: 1
    "Hero Points: 0
    XP: 6 // Mother Myrtle has the following scourges marked:
    Poisoned:
    While Marked:
    After you reset, recharge a random card.

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

    "
    "NOTES:
    Available Support: Blessings are available for use.
    Movement: 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): Magic Chain Mail, Deflect, Acid Arrow, Snake, Elizir of Healing, Wand of Acid Burst, Poison Blast
    Recharged: Ruan Mirukova - Loot, Noble, Acid Flask,
    Discard Pile: Venomous Dagger, Incitation, Bodyguard,
    Buried Pile: Elixir of Focus,
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Constitution +1
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowlege: INT +2
    Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Survival: Wisdom +2
    Craft: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3

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


    Zetha's Deck Handler

    out of turn updates

    Discard Joke, my harrow. recharge rain of frogs, bound lantern archon, charm monster. Draw Stalking armor and 2 blessing of the gods.


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

    During This Adventure:

  • The Harrow suit is Books.
  • Add 1d4 to Intelligence non-combat checks.
  • When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.
  • Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades

    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 CotCT3B: THE EMPEROR OF OLD KORVOSA

  • At the start of your turn, display Blood Pig Bout next to a random location. At the end of your move step, if you are at Blood Pig Bout's location, encounter it. Then, if you did not defeat or encounter Blood Pig Bout, put the top card of Blood Pig Bout's location faceup on an emperor pile next to the scenario. If only 1 location has cards, banish Blood Pig Bout.
  • When you encounter a Squealing Pig, draw it. When at the location Pits, you may display the ally Pig or a Squealing Pig next to the location; when the number of those cards is greater than or equal to the number of locations, banish Blood Pig Bout.
  • When Blood Pig Bout is banished, add the new location Throne Room and shuffle the villain Pilts Swastel and the non-closing henchman Jabbyr into it, then shuffle the emperor pile and reload it into the Throne Room. All Proxy B's are now the non-closing henchman Thug.
    To win, defeat and corner Pilts Swastel.

    Additional Rules: THREAT LIST:
    Danger: Thug
    Villain: None
    Closing Henchmen: None (See above)

    Scenario Level (#): 3

    Turn: 12, Kess/MatsuKurisu

    Random Cards:

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

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

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

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

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

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

    Spoiler:
    Vicious Scythe
    CotCT
    Weapon 2
    Traits:
    2-Handed
    Magic
    Melee
    Scythe
    Slashing
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
    After playing this weapon, you may not play an Offhand boon this encounter.

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

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

    Spoiler:
    Returning 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.

    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:
    Deathgrip
    CotCT
    Spell 2
    Traits:
    Arcane
    Attack
    Cold
    Divine
    Magic
    Undead
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers.

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


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

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

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


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

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

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

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

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

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

    Spoiler:
    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.

    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.


    Spoiler:
    Fate-reader Lenses
    CotCT
    Item 3
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Arcane
    Divine
    Perception 8
    On any Perception check, reveal to add 1d10.
    Discard to examine the top 3 cards of any location or the hourglass and return them in any order.

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

    Spoiler:
    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.

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

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


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

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

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

    Spoiler:
    The Savored Sting
    Core
    Blessing 3
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: On your checks while you avenge, bless.
    To Acquire:
    Charisma
    Divine 8
    On a local check, recharge to bless.
    To let any character avenge, recharge.
    Discard to explore.

    Hour Power: No effect.

    Current Hour:

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

    Hours Remaining: 18

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/morph147:
    Spoiler:
    Hourglass Card 1 Zetha/morph147
    The Unicorn
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: Your check to acquire is blessed.
    To Acquire:
    Charisma
    Disable 4+#
    On any check, discard to bless.
    On another character's check, discard to give them a boon.
    Discard to explore. Before acting, you may give a boon to a local character.
    Hourglass Card 2 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 2 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 3 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 3 Kess/MatsuKurisu
    The First
    Core
    Blessing 3
    Traits:
    Deity: Asmodeus
    Divine
    When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
    Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
    Hourglass Card 4 Zetha/morph147:
    Spoiler:
    Hourglass Card 4 Zetha/morph147
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.
    Hourglass Card 5 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 5 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 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
    Grandmother Nightmare
    Core
    Blessing 3
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
    To Acquire:
    Intelligence
    Arcane
    Divine 8
    On any check, discard to bless.
    On a check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Hourglass Card 8 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 8 MotherMyrtle/TColMaster
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 9 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 9 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 10 Zetha/morph147:
    Spoiler:
    Hourglass Card 10 Zetha/morph147
    The Lucky Drunk
    Core
    Blessing 3
    Traits:
    Deity: Cayden Cailean
    Divine
    When this is the hour: After your exploration, you may move to a random location.
    To Acquire:
    Charisma
    Divine
    Fortitude 8
    On another local character's check, discard to bless twice.
    Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
    Hourglass Card 11 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 11 MotherMyrtle/TColMaster
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 12 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 12 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 13 Zetha/morph147:
    Spoiler:
    Hourglass Card 13 Zetha/morph147
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 14 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 14 MotherMyrtle/TColMaster
    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 15 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 15 Kess/MatsuKurisu
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
    To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.
    Hourglass Card 16 Zetha/morph147:
    Spoiler:
    Hourglass Card 16 Zetha/morph147
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 17 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 17 MotherMyrtle/TColMaster
    The Fiend
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
    To Acquire:
    Strength
    Melee 4+#
    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.
    Hourglass Card 18 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 18 Kess/MatsuKurisu
    The Prince of Pain
    Core
    Blessing 3
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
    To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.

    Location #1: 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Zetha/morph147, Kess/MatsuKurisu, Pigs Displayed: 3
    Locations remaining: 4

    Location #3: Abandoned Shacks
    Urban
    At This Location: Characters may not play allies.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character moves to a random other location.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Abandoned Shacks Card 1:
    Tangleburn Bag
    Core
    Item 2
    Traits:
    Alchemical
    Attack
    Fire
    Object
    To Acquire:
    Intelligence
    Craft 10
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 12 check to recharge this card.
    Abandoned Shacks Card 2:
    Boots of Friendly Terrain
    Core
    Item 1
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Stealth 8
    On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
    Abandoned Shacks Card 3:
    Secret Stockpile
    Core
    Barrier 2
    Traits:
    Cache
    Lock
    To Defeat:
    Dexterity
    Disable 9
    OR Wisdom
    Perception 11
    If undefeated, you may banish this barrier.
    If defeated, draw a new weapon and a new armor.
    Abandoned Shacks Card 4:
    Razor Snare
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Survival 6
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
    Abandoned Shacks Card 5:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Abandoned Shacks Card 6:
    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 7:
    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.

    Location #4: Tenement
    Urban
    At This Location: On your check to acquire an ally, you may bury a boon to add 1d8.
    When Closing: Bury a boon.
    When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
    M: 0 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: MotherMyrtle/TColMaster, None
    Tenement Card 1:
    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.
    Tenement Card 2:
    Ingratiating Minion
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy
    Knowledge 7
    If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
    If defeated, examine the top card of your location; you may ignore effects that trigger when examined.
    Tenement Card 3:
    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.
    Tenement Card 4:
    Wolverine
    CotCT
    Ally 3
    Traits:
    Animal
    Veteran
    To Acquire:
    Wisdom
    Survival 9
    On your combat check, if you would fail by 1+# or less, bury to reroll.
    Discard to explore. This exploration, on your Stealth checks, add 1d6.
    Tenement Card 5:
    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.

    Location #5: 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:
    Vencarlo Orisini
    CotCT
    Supporter 1
    Traits:
    Expert
    Human
    Display. While displayed:
    * On any combat check, after the roll, you may bury to add 1d6.
    * ? On any combat check, you may bury to reroll.
    Base Card 2:
    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:
    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 4:
    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 5:
    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 6:
    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 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 #6: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 3 ?: 0
    Located/Displayed Here: Loot
    Cards Not In the Box Card 1:
    Blackjack's Rapier
    CotCT
    Weapon 4
    Traits:
    Blackjack
    Finesse
    Loot
    Magic
    Melee
    Piercing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 13
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
    If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
    Cards Not In the Box Card 2:
    Blackjack's Gear
    CotCT
    Item 4
    Traits:
    Blackjack
    Clothing
    Loot
    Magic
    To Acquire:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 13
    Display. While displayed:
    * You may recharge to heal a Blackjack weapon.
    * You may recharge to move. You may not use this power during an encounter.
    * On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
    Cards Not In the Box Card 3:
    Blackjack's Daggers
    CotCT
    Weapon 4
    Traits:
    Blackjack
    Finesse
    Knife
    Loot
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 11
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
    Cards Not In the Box Card 4:
    Ruan Mirukova
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 12
    On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
    Discard to explore; you may first heal a card.
    Cards Not In the Box Card 5:
    Ausio Carowyn
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 7
    OR Banish A Weapon 0
    On a local check to acquire, bury to add 2d12.
    Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
    Cards Not In the Box Card 6:
    The Rakshasa
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
    To Acquire:
    Intelligence
    Arcane 4+#
    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.
    Cards Not In the Box Card 7:
    The Vision
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
    To Acquire:
    Intelligence
    Arcane 4+#
    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.
    Cards Not In the Box Card 8:
    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.

    Location #7: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Emperor Pile
    Cards Not In the Box Card 1 (Infantry Devil):
    Infantry Devil
    CotCT
    Monster 2
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 14
    OR Arcane 9
    Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
    If undefeated, suffer the scourge Plagued.
    Cards Not In the Box Card 2 (Twitch Tonic):
    Twitch Tonic
    CotCT
    Item 2
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 10
    Discard to explore.
    Banish to heal a local character 1d4+1 allies.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 12 check to recharge this card.

    Cards Not In the Box Card 3 (Henchman Proxy B3):
    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.
    Cards Not In the Box Card 4 (Drums of Haste):
    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.
    Cards Not In the Box Card 5 (Wailing Maidens):
    Wailing Maidens
    CotCT
    Barrier 3
    Traits:
    Trap
    Trigger
    To Defeat:
    Wisdom
    Disable
    Perception
    Stealth 13
    When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.


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

    Going with closing triggers banishing of Blood Pig Bout. Reminder that Proxy B's are now Thugs

    During This Adventure:

  • The Harrow suit is Books.
  • Add 1d4 to Intelligence non-combat checks.
  • When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.
  • Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades

    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 CotCT3B: THE EMPEROR OF OLD KORVOSA

  • At the start of your turn, display Blood Pig Bout next to a random location. At the end of your move step, if you are at Blood Pig Bout's location, encounter it. Then, if you did not defeat or encounter Blood Pig Bout, put the top card of Blood Pig Bout's location faceup on an emperor pile next to the scenario. If only 1 location has cards, banish Blood Pig Bout.
  • When you encounter a Squealing Pig, draw it. When at the location Pits, you may display the ally Pig or a Squealing Pig next to the location; when the number of those cards is greater than or equal to the number of locations, banish Blood Pig Bout.
  • When Blood Pig Bout is banished, add the new location Throne Room and shuffle the villain Pilts Swastel and the non-closing henchman Jabbyr into it, then shuffle the emperor pile and reload it into the Throne Room. All Proxy B's are now the non-closing henchman Thug.
    To win, defeat and corner Pilts Swastel.

    Additional Rules: THREAT LIST:
    Danger: Thug
    Villain: None
    Closing Henchmen: None (See above)

    Scenario Level (#): 3

    Turn: 12, Kess/MatsuKurisu

    Random Cards:

    Monsters
    Spoiler:
    Spider Swarm
    CotCT
    Monster 1
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 10
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    If undefeated, suffer the scourge Poisoned.

    Spoiler:
    Giant Anaconda
    CotCT
    Monster 3
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    Vulnerable to Cold.
    If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.

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

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

    Spoiler:
    Manticore
    Core
    Monster 3
    Traits:
    Aberration
    Manticore
    To Defeat:
    Combat 15
    Before acting, a random character suffers 1d4+1 Ranged Combat damage.
    If undefeated, each local character suffers 1 Ranged Combat damage.

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

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

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

    Spoiler:
    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.

    Weapons
    Spoiler:
    Seeking Longbow
    CotCT
    Weapon 3
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

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

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

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

    Spoiler:
    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.

    Spells
    Spoiler:
    Deathgrip
    CotCT
    Spell 2
    Traits:
    Arcane
    Attack
    Cold
    Divine
    Magic
    Undead
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers.

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


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

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


    Spoiler:
    Clairvoyance
    Core
    Spell 3
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    Banish to examine the top 3 cards of any location; return them in any order.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

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

    Spoiler:
    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:
    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:
    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.

    Items
    Spoiler:
    Drums of Panic
    CotCT
    Item 3
    Traits:
    Instrument
    Magic
    To Acquire:
    Constitution
    Charisma 10
    When a local character encounters a monster, display at your location.
    While displayed:
    * When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
    * At the start of your turn, discard this card; if proficient, recharge it instead.

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

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


    Spoiler:
    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.

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

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

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

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


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

    Spoiler:
    Djinn
    Core
    Ally 3
    Traits:
    Genie
    Outsider
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 12
    Recharge to draw a card, then shuffle your deck.
    Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.

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

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

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

    Hour Power: No effect.

    Current Hour:

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

    Hours Remaining: 18

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/morph147:
    Spoiler:
    Hourglass Card 1 Zetha/morph147
    The Unicorn
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: Your check to acquire is blessed.
    To Acquire:
    Charisma
    Disable 4+#
    On any check, discard to bless.
    On another character's check, discard to give them a boon.
    Discard to explore. Before acting, you may give a boon to a local character.
    Hourglass Card 2 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 2 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 3 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 3 Kess/MatsuKurisu
    The First
    Core
    Blessing 3
    Traits:
    Deity: Asmodeus
    Divine
    When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
    Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
    Hourglass Card 4 Zetha/morph147:
    Spoiler:
    Hourglass Card 4 Zetha/morph147
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.
    Hourglass Card 5 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 5 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 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
    Grandmother Nightmare
    Core
    Blessing 3
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
    To Acquire:
    Intelligence
    Arcane
    Divine 8
    On any check, discard to bless.
    On a check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Hourglass Card 8 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 8 MotherMyrtle/TColMaster
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 9 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 9 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 10 Zetha/morph147:
    Spoiler:
    Hourglass Card 10 Zetha/morph147
    The Lucky Drunk
    Core
    Blessing 3
    Traits:
    Deity: Cayden Cailean
    Divine
    When this is the hour: After your exploration, you may move to a random location.
    To Acquire:
    Charisma
    Divine
    Fortitude 8
    On another local character's check, discard to bless twice.
    Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
    Hourglass Card 11 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 11 MotherMyrtle/TColMaster
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 12 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 12 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 13 Zetha/morph147:
    Spoiler:
    Hourglass Card 13 Zetha/morph147
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 14 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 14 MotherMyrtle/TColMaster
    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 15 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 15 Kess/MatsuKurisu
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
    To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.
    Hourglass Card 16 Zetha/morph147:
    Spoiler:
    Hourglass Card 16 Zetha/morph147
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 17 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 17 MotherMyrtle/TColMaster
    The Fiend
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
    To Acquire:
    Strength
    Melee 4+#
    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.
    Hourglass Card 18 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 18 Kess/MatsuKurisu
    The Prince of Pain
    Core
    Blessing 3
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
    To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.

    Location #1: 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Zetha/morph147, Kess/MatsuKurisu, Pigs Displayed: 3
    Locations remaining: 4

    Location #3: Abandoned Shacks
    Urban
    At This Location: Characters may not play allies.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character moves to a random other location.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Abandoned Shacks Card 1:
    Tangleburn Bag
    Core
    Item 2
    Traits:
    Alchemical
    Attack
    Fire
    Object
    To Acquire:
    Intelligence
    Craft 10
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 12 check to recharge this card.
    Abandoned Shacks Card 2:
    Boots of Friendly Terrain
    Core
    Item 1
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Stealth 8
    On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
    Abandoned Shacks Card 3:
    Secret Stockpile
    Core
    Barrier 2
    Traits:
    Cache
    Lock
    To Defeat:
    Dexterity
    Disable 9
    OR Wisdom
    Perception 11
    If undefeated, you may banish this barrier.
    If defeated, draw a new weapon and a new armor.
    Abandoned Shacks Card 4:
    Razor Snare
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Survival 6
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
    Abandoned Shacks Card 5:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Abandoned Shacks Card 6:
    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 7:
    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.

    Location #4: Tenement
    Urban
    At This Location: On your check to acquire an ally, you may bury a boon to add 1d8.
    When Closing: Bury a boon.
    When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
    M: 0 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: MotherMyrtle/TColMaster, None
    Tenement Card 1:
    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.
    Tenement Card 2:
    Ingratiating Minion
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy
    Knowledge 7
    If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
    If defeated, examine the top card of your location; you may ignore effects that trigger when examined.
    Tenement Card 3:
    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.
    Tenement Card 4:
    Wolverine
    CotCT
    Ally 3
    Traits:
    Animal
    Veteran
    To Acquire:
    Wisdom
    Survival 9
    On your combat check, if you would fail by 1+# or less, bury to reroll.
    Discard to explore. This exploration, on your Stealth checks, add 1d6.
    Tenement Card 5:
    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.

    Location #5: 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:
    Vencarlo Orisini
    CotCT
    Supporter 1
    Traits:
    Expert
    Human
    Display. While displayed:
    * On any combat check, after the roll, you may bury to add 1d6.
    * ? On any combat check, you may bury to reroll.
    Base Card 2:
    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:
    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 4:
    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 5:
    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 6:
    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 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 #6: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 3 ?: 0
    Located/Displayed Here: Loot
    Cards Not In the Box Card 1:
    Blackjack's Rapier
    CotCT
    Weapon 4
    Traits:
    Blackjack
    Finesse
    Loot
    Magic
    Melee
    Piercing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 13
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
    If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
    Cards Not In the Box Card 2:
    Blackjack's Gear
    CotCT
    Item 4
    Traits:
    Blackjack
    Clothing
    Loot
    Magic
    To Acquire:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 13
    Display. While displayed:
    * You may recharge to heal a Blackjack weapon.
    * You may recharge to move. You may not use this power during an encounter.
    * On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
    Cards Not In the Box Card 3:
    Blackjack's Daggers
    CotCT
    Weapon 4
    Traits:
    Blackjack
    Finesse
    Knife
    Loot
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 11
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
    Cards Not In the Box Card 4:
    Ruan Mirukova
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 12
    On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
    Discard to explore; you may first heal a card.
    Cards Not In the Box Card 5:
    Ausio Carowyn
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 7
    OR Banish A Weapon 0
    On a local check to acquire, bury to add 2d12.
    Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
    Cards Not In the Box Card 6:
    The Rakshasa
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
    To Acquire:
    Intelligence
    Arcane 4+#
    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.
    Cards Not In the Box Card 7:
    The Vision
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
    To Acquire:
    Intelligence
    Arcane 4+#
    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.
    Cards Not In the Box Card 8:
    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.

    Location #7: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Emperor Pile

    Location #8: Throne Room
    Urban
    At This Location: At the start of your turn, you may recharge an item to draw a card.
    When Closing: A local character summons and defeats the story bane Rioting Mob.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: None

    Throne Room Card 1:
    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.
    Throne Room Card 2:
    Twitch Tonic
    CotCT
    Item 2
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 10
    Discard to explore.
    Banish to heal a local character 1d4+1 allies.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 12 check to recharge this card.

    Throne Room Card 3:
    Infantry Devil
    CotCT
    Monster 2
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 14
    OR Arcane 9
    Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
    If undefeated, suffer the scourge Plagued.
    Throne Room 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.
    Throne Room Card 5:
    Wailing Maidens
    CotCT
    Barrier 3
    Traits:
    Trap
    Trigger
    To Defeat:
    Wisdom
    Disable
    Perception
    Stealth 13
    When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
    Throne Room Card 6:
    Jabbyr
    CotCT
    Story Bane 3
    Type: Monster
    Traits:
    Barbarian
    Gnome
    To Defeat:
    Combat 11
    THEN Combat 12
    Before acting, if you have the Gnome trait, you may discard a card to add 1d12 to your checks to defeat.
    The difficulty to defeat is increased by twice the hour's level.
    If undefeated, a random local character suffers 1d4 Combat damage.
    Throne Room Card 7:
    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    Veteran
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.
    Throne Room Card 8:
    Hellknight of the Nail
    CotCT
    Ally 3
    Traits:
    Hellknight
    Human
    To Acquire:
    Charisma
    Diplomacy 11
    On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.
    Throne Room Card 9:
    Demonling
    Core
    Monster 1
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 8
    OR Arcane
    Knowledge 6
    Immune to Electricity and Poison.
    Resistant to Attack.
    Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
    If undefeated, suffer the scourge Poisoned.
    Throne Room Card 10:
    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.
    Throne Room Card 11:
    Pit Gladiator
    CotCT
    Ally 2
    Traits:
    Fighter
    Human
    To Acquire:
    Strength
    Melee 10
    THEN Charisma
    Diplomacy 9
    On a local combat check, bury to add 2d6.
    Discard to explore; you may first draw a weapon from your discards.
    Throne Room Card 12:
    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.
    Throne Room Card 13:
    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.

    Throne Room Card 14:
    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.
    Throne Room Card 15:
    Full Pouch
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    Display. While displayed:
    * When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
    * At the end of your turn, banish.

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

    Throne Room Card 16:
    Pilts Swastel
    CotCT
    Story Bane 3
    Type: Monster
    Traits:
    Aristocrat
    Human
    To Defeat:
    Combat 13
    OR Diplomacy 10
    Before acting, each local character rolls their Wisdom. If the number of cards in their hand exceeds the result, they recharge a number of random cards equal to the difference.

  • Vigilant Seal

    Deck handler link

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

    Out of Turn Updates
    Discard hw The Vision for Mother Myrtle/TColMaster
    Harrow power - Recharge (lt Blackjack's Rapier), draw (Reed Snake Armor)

    Blessing = #2 Kess/Matsu Kurisu: Sands of the Hour
    When this is the hour: No effect

    [ooc]Start of Turn

    Kit Swap:
    Into Kit (Crowbar, Iron Knuckles,Fire Gecko (AD1))
    Into Hand (Blessing of Chaldira Zuzaristan, Blessing of Gozreh, Angelstep)

    At: #1 Pits

    Give: No
    Move: #1 Pits
    At This Location: On your check to acquire an ally, you may bury a boon to add 1d8.

    Free explore = No

    Location #1: Pits,
    When Closing: Draw a number of cards equal to the number of local characters, (2 - Crocodile Skin Madu, Verdant Rager (AD2))
    then recharge your hand. (Reed Snake Armor, Cloud Puff, Angelstep, Quartermaster (AD0), Blessing of Chaldira Zuzaristan, Blessing of Gozreh, Crocodile Skin Madu, Verdant Rager (AD2))
    When Permanently Closed: You may shuffle your deck. - Yes

    Kess ends her turn.

    Kess attempts to recover all cards in her Recovery pile.

    Kess resets her hand.
    Discard
    Draw up Verdant Rager (AD2), Blessing of Milani, lt Blackjack's Gear, Quartermaster (AD0), Blessing of Chaldira Zuzaristan, Cloud Puff

    Summary
    Location = #1: Pits - CLOSED
    Acquired =
    Banished =
    Examined =

    From Box =
    Displayed =
    Give =
    Used =

    Other =

    "

    Kess wrote:

    Hand: Verdant Rager (AD2), Blessing of Milani, lt Blackjack's Gear, Quartermaster (AD0), Blessing of Chaldira Zuzaristan, Cloud Puff,

    Displayed: Squeeling Pigs,
    Deck: 11 Discard: 2 Buried: 0
    Hero Points: 2
    NOTES:
    Available Support: Distant: Blessing available
    Local: Ally recharge powers available
    [X] When another local character would encounter a monster, you may discard a card to encounter it instead (Use if you encounter a Monster you don't like).
    Other: Other: On Close, Move to #6: 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 [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).
    You may add Blackjack cards to your deck list in addition to your other cards.
    After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
    At the start of your turn, you may exchange a card in your hand with a card in your kit.
    □ When you would recharge, shufle, discard, or bury a boon for your character or role power, you may reload a Blackjack boon instead.
    □ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (□ or 2 dice).
    [X] When another local character would encounter a monster (□ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (□ and add 1d6 to your checks against it).
    □ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
    □ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    Zetha's Deck Handler

    Hour is The Unicorn
    Hour power is Your check to acquire is blessed.

    Start of turn
    Draw two random monsters from the box
    RM#1 Spider Swarm
    RM#2 Giant Anaconda

    Recharge Leech to heal
    Heal : 1d4 - 1 ⇒ (2) - 1 = 1 Heal Apprentice

    recharge Staff of healing to heal Black Spot

    Move
    Move to Throne room

    First explore
    Encounter Drums of Haste. Attempt Charasma, hour blesses it.
    Charisma 8: 1d10 + 1d10 ⇒ (4) + (1) = 5 Fail. Banish Drums

    Second explore
    discard blessing of the gods to explore. Banish Spider Swarm to use stealth in place of intelligence. reveal stalking armor to add 2. Check is bless by hour
    Stealth 10: 1d10 + 5 + 2 + 1d10 ⇒ (2) + 5 + 2 + (1) = 10 Acquire.

    Third explore
    discard twitch tonic to explore again. Encounter Infantry Devil. Banish Giant Anadaconda to use stealth in place of Arcane. reveal stalking armor to add 2.
    Stealth 9: 1d10 + 5 + 2 ⇒ (4) + 5 + 2 = 11 Success. Banish Infantry Devil

    End turn
    reset hand end turn

    "

    Zetha wrote:

    Hand: Black Spot, Stalking Armor, Sage's Journal (Core), Bound Lantern Archon, Blessing of the Gods (3), Leech,

    Displayed: Ahtez, Sable Company Leathers,
    Deck: 10 Discard: 6 Buried: 0
    Current Location: Base
    Hero Points: 3
    NOTES:
    Available Support: ask for blessings except againist henchmen/villian
    Movement: Move me to Base
    Other: N/a

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Evolution Surge, Wand of Acid Burst, Enchanted Fang, Harrowstrike, Researcher, Charm Monster, Augury, Rain of Frogs, Apprentice, Staff of Minor Healing (Core)
    Recharged:
    Discard Pile: Troubadour (Core), Blessing of Pharasma, Blessing of the Gods (2), Blessing of the Gods (1), Twitch Tonic, The Joke,
    Buried Pile:

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

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

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

    "

    Upkeep
    Move=Throne room
    Banish=Throne room #1, Throne room #3
    Acquire=Throne room #2


    TColMaster Mother Myrtle Alc/Arc/Support

    Out of Turn Updates: None
    Turn - Hour: Benefaction
    Hour Rules: None
    SOT: None
    Give Card: None
    Move: [/ooc]
    Location Powers: [ooc]On your check to acquire an ally, you may bury a boon to add 1d8.

    Explore: Korvosan House Drake

    Survival 9: 1d12 + 4 ⇒ (9) + 4 = 13
    Acquired
    -Discard Drake to explorek
    Nethys's Duality, Clockwork Servant

    Ingratiating Minion Know 7: 2d8 + 1d6 + 2 ⇒ (3, 1) + (3) + 2 = 9
    Banished
    --Free Examine (Gem of Mental Acuity)
    --Discard Orison to Explore
    Zetha-BoTG
    Gem of Mental Acuity WIS 11: 2d12 + 2 ⇒ (11, 1) + 2 = 14
    Acquired

    MM ends their turn.

    MM attempts to recover all cards in their Recovery pile.
    Clockwork Servant Craft 8: 1d12 + 4 ⇒ (3) + 4 = 7

    MM resets their hand.

    [u]Summary[/u]
    Acquired: Korvosan House Drake, Gem of Mental Acuity
    Banished: Ingratiating Minion
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None

    Mother Myrtle wrote:

    Hand: Tangleburn Bag, Blast Stone, Persona Mask, Gem of Mental Acuity, Magic Chain Mail, Frost Ray,

    Displayed: Voidglass Armor,
    Deck: 19 Discard: 6 Buried: 2
    "Hero Points: 0
    XP: 6 // Mother Myrtle has the following scourges marked:
    Exhausted:
    While Marked:
    On each check or step, you may play no more than 1 boon.

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

    "
    "NOTES:
    Available Support: 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): Poison Blast, Elizir of Healing, Wand of Acid Burst, Deflect, Snake, Acid Arrow
    Recharged: Ruan Mirukova - Loot, Noble, Acid Flask,
    Discard Pile: Venomous Dagger, Incitation, Bodyguard, Korvosan House Drake, Nethys's Duality, Orison,
    Buried Pile: Elixir of Focus, 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
    Knowlege: INT +2
    Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Survival: Wisdom +2
    Craft: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3

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

    Vigilant Seal

    Deck handler link

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

    Out of Turn Updates

    Blessing = #2 Kess/Matsu Kurisu: Sands of the Hour
    When this is the hour: No effect

    Start of Turn

    Kit Swap:
    Into Kit (lt Blackjack's Gear, Quartermaster (AD0))
    Into Hand (Crowbar, Iron Knuckles)

    At: #1 Pits

    Give: No
    Move: #3: Abandoned Shacks
    At This Location: Characters may not play allies.

    Free explore = 1: Tangleburn Bag, Item 2: Intelligence 10

    Spoiler:
    Traits:
    Alchemical
    Attack
    Fire
    Object
    To Acquire:
    Intelligence
    Craft 10
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 12 check to recharge this card.

    Intelligence 1d6, Books +1d4, Discard Blessing of Chaldira Zuzaristan +2d6
    Intelligence 10: 1d6 + 1d4 + 2d6 ⇒ (4) + (3) + (2, 3) = 12 - Acquired

    Kess ends her turn.

    Kess attempts to recover all cards in her Recovery pile.

    Kess resets her hand.
    Reveal Plant (Cloud Puff) +1HS
    Discard ac Tangleburn Bag
    Draw up Angelstep

    Start of Zetha's turn
    Bury Angelstep, heal: 1d4 + 1 ⇒ (4) + 1 = 5 - Full heal

    Summary
    Location = #3: Abandoned Shacks
    Acquired = 1: Tangleburn Bag
    Banished =
    Examined =

    From Box =
    Displayed =
    Give =
    Used =

    Other =
    "

    Kess wrote:

    Hand: Cloud Puff, Crowbar, Iron Knuckles, Verdant Rager (AD2), Fire Gecko (AD1), Blessing of Milani,

    Displayed: Squeeling Pigs,
    Deck: 14 Discard: 0 Buried: 1
    Hero Points: 2
    NOTES:
    Available Support: Distant: Blessing available
    Local: Ally recharge powers available
    [X] When another local character would encounter a monster, you may discard a card to encounter it instead (Use if you encounter a Monster you don't like).
    Other: Other: On Close, Move to #6: 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 [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).
    You may add Blackjack cards to your deck list in addition to your other cards.
    After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
    At the start of your turn, you may exchange a card in your hand with a card in your kit.
    □ When you would recharge, shufle, discard, or bury a boon for your character or role power, you may reload a Blackjack boon instead.
    □ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (□ or 2 dice).
    [X] When another local character would encounter a monster (□ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (□ and add 1d6 to your checks against it).
    □ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
    □ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    Zetha's Deck Handler

    Hour is The Idiot
    Hour power is When you fail a check, suffer the scourge Drained.

    start of turn
    2 random monsters from box
    RM#3 Garden Guardian
    RM#4 Giant Fly

    recharge Leech to heal
    Heal : 1d4 - 1 ⇒ (2) - 1 = 1 Heal the Joke

    Play bound lantern Archron to examine top 3 cards of deck and draw 1
    Rain of frogs, enchanted fang, and apprentice. Will choose to draw apprentice. place rain of frogs then enchanted fang on top of deck.

    First explore
    Encounter Throne Room Card 4: Henchman Proxy B3 - Thug.
    For BYA, do diplomacy, reveal sage's journal to add 1d4
    Diplomacy 4+3: 1d10 + 1 + 1d4 ⇒ (8) + 1 + (4) = 13 Success.

    Will attempt combat to defeat. Will use ahtez stealth plus adventure deck number. reveal stalking armor to add 2, reveal sage's journal to add 1d4. play black spot to reduce difficulty by 4.
    Combat 10+6: 1d10 + 5 + 3 + 2 + 1d4 + 4 ⇒ (8) + 5 + 3 + 2 + (3) + 4 = 25 Success. banish thug

    second explore
    Discard apprentice to explore again. Encounter Throne Room Card 5: Wailing Maidens
    BYA, bainsh giant fly to use stealth, reveal stalking armor to add 2,
    Stealth 8: 1d10 + 5 + 2 ⇒ (8) + 5 + 2 = 15 Success.

    Will use stealth, reveal stalking armor to add 2. Use Kess Blessing of Milani to add 2d10 to the check.
    Stealth 13: 1d10 + 5 + 2 + 2d10 ⇒ (5) + 5 + 2 + (1, 6) = 19 Success.

    End turn
    Recover black spot. Arcane 6: 1d10 + 2 + 1d4 ⇒ (4) + 2 + (2) = 8 Success.

    Recover Bound Lantern ArchonArcane 10: 1d10 + 2 + 1d4 ⇒ (9) + 2 + (2) = 13

    reset hand end turn

    "

    Zetha wrote:

    Hand: Garden Guardian, Stalking Armor, Sage's Journal (Core), Enchanted Fang, Rain of Frogs, Charm Monster,

    Displayed: Ahtez, Sable Company Leathers,
    Deck: 10 Discard: 7 Buried: 0
    Current Location: Base
    Hero Points: 3
    NOTES:
    Available Support: ask for blessings except againist henchmen/villian
    Movement: Move me to Base
    Other: N/a

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Augury, Evolution Surge, Harrowstrike, Researcher, Leech, Staff of Minor Healing (Core), Wand of Acid Burst, The Joke
    Recharged: Black Spot, Bound Lantern Archon,
    Discard Pile: Troubadour (Core), Blessing of Pharasma, Blessing of the Gods (2), Blessing of the Gods (1), Twitch Tonic, Apprentice, Blessing of the Gods (3),
    Buried Pile:

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

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

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

    "

    Upkeep
    banish=Throne room #4, #5
    from box = RM#3, RM#4

    used=Kess blessing of milani


    TColMaster Mother Myrtle Alc/Arc/Support

    Out of Turn Updates: None

    Turn - Hour:Cayden's Revelry
    Hour Rules: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    SOT: Display Magic Chain Mail
    Give Card: None
    Move: XX -> YY
    Location Powers: On your check to acquire an ally, you may bury a boon to add 1d8.
    Explore: Wolverine

    Survival 9: 1d12 + 4 ⇒ (6) + 4 = 10
    Acquired
    --Discard Wolverine to Explore
    Gem of Mental Acuity to use WIS die
    Cleaving Battleaxe STR 10: 1d12 + 2 ⇒ (1) + 2 = 3

    --Close Check (Bury a Boon) - Blast Stone
    Move to Throne Room.

    MM ends their turn.

    MM attempts to recover all cards in their Recovery pile.

    MM resets their hand.

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

    Mother Myrtle wrote:

    Hand: Tangleburn Bag, Persona Mask, Acid Arrow, Deflect, Poison Blast, Frost Ray,

    Displayed: Voidglass Armor, Magic Chain Mail,
    Deck: 16 Discard: 7 Buried: 3
    "Hero Points: 0
    XP: 6 // Mother Myrtle has the following scourges marked:
    Exhausted:
    While Marked:
    On each check or step, you may play no more than 1 boon.

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

    "
    "NOTES:
    Available Support: 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): Elizir of Healing, Snake, Wand of Acid Burst
    Recharged: Ruan Mirukova - Loot, Noble, Acid Flask, Gem of Mental Acuity,
    Discard Pile: Venomous Dagger, Incitation, Bodyguard, Korvosan House Drake, Nethys's Duality, Orison, Wolverine,
    Buried Pile: Elixir of Focus, Clockwork Servant, Blast Stone,
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Constitution +1
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowlege: INT +2
    Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Survival: Wisdom +2
    Craft: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3

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


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

    During This Adventure:

  • The Harrow suit is Books.
  • Add 1d4 to Intelligence non-combat checks.
  • When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.
  • Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades

    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 CotCT3B: THE EMPEROR OF OLD KORVOSA

  • At the start of your turn, display Blood Pig Bout next to a random location. At the end of your move step, if you are at Blood Pig Bout's location, encounter it. Then, if you did not defeat or encounter Blood Pig Bout, put the top card of Blood Pig Bout's location faceup on an emperor pile next to the scenario. If only 1 location has cards, banish Blood Pig Bout.
  • When you encounter a Squealing Pig, draw it. When at the location Pits, you may display the ally Pig or a Squealing Pig next to the location; when the number of those cards is greater than or equal to the number of locations, banish Blood Pig Bout.
  • When Blood Pig Bout is banished, add the new location Throne Room and shuffle the villain Pilts Swastel and the non-closing henchman Jabbyr into it, then shuffle the emperor pile and reload it into the Throne Room. All Proxy B's are now the non-closing henchman Thug.
    To win, defeat and corner Pilts Swastel.

    Additional Rules: THREAT LIST:
    Danger: Thug
    Villain: None
    Closing Henchmen: None (See above)

    Scenario Level (#): 3

    Turn: 18, Kess/MatsuKurisu

    Random Cards:

    Monsters
    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.

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

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

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

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

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

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

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

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

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

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

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


    Spoiler:
    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.

    Spoiler:
    Deathgrip
    CotCT
    Spell 2
    Traits:
    Arcane
    Attack
    Cold
    Divine
    Magic
    Undead
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers.

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


    Spoiler:
    Clairvoyance
    Core
    Spell 3
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    Banish to examine the top 3 cards of any location; return them in any order.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

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

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

    Spoiler:
    Corpse Plate
    CotCT
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Display. While displayed:
    * You may evade Undead monsters you encounter.
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.

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

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

    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.

    Items
    Spoiler:
    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.

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

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


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

    Spoiler:
    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.

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

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

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

    Spoiler:
    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:
    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.

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

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

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

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

    Hour Power: All damage is Mental damage that cannot be reduced.

    Current Hour:

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

    Hours Remaining: 12

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/morph147:
    Spoiler:
    Hourglass Card 1 Zetha/morph147
    Grandmother Nightmare
    Core
    Blessing 3
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
    To Acquire:
    Intelligence
    Arcane
    Divine 8
    On any check, discard to bless.
    On a check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Hourglass Card 2 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 2 MotherMyrtle/TColMaster
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 3 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 3 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 4 Zetha/morph147:
    Spoiler:
    Hourglass Card 4 Zetha/morph147
    The Lucky Drunk
    Core
    Blessing 3
    Traits:
    Deity: Cayden Cailean
    Divine
    When this is the hour: After your exploration, you may move to a random location.
    To Acquire:
    Charisma
    Divine
    Fortitude 8
    On another local character's check, discard to bless twice.
    Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
    Hourglass Card 5 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 5 MotherMyrtle/TColMaster
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 6 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 6 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 7 Zetha/morph147:
    Spoiler:
    Hourglass Card 7 Zetha/morph147
    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 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 8 MotherMyrtle/TColMaster
    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 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 9 Kess/MatsuKurisu
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
    To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.
    Hourglass Card 10 Zetha/morph147:
    Spoiler:
    Hourglass Card 10 Zetha/morph147
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 11 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 11 MotherMyrtle/TColMaster
    The Fiend
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
    To Acquire:
    Strength
    Melee 4+#
    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.
    Hourglass Card 12 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 12 Kess/MatsuKurisu
    The Prince of Pain
    Core
    Blessing 3
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
    To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.

    Location #3: Abandoned Shacks
    Urban
    At This Location: Characters may not play allies.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character moves to a random other location.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Kess/MatsuKurisu, None

    Abandoned Shacks Card 1:
    Boots of Friendly Terrain
    Core
    Item 1
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Stealth 8
    On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
    Abandoned Shacks Card 2:
    Secret Stockpile
    Core
    Barrier 2
    Traits:
    Cache
    Lock
    To Defeat:
    Dexterity
    Disable 9
    OR Wisdom
    Perception 11
    If undefeated, you may banish this barrier.
    If defeated, draw a new weapon and a new armor.
    Abandoned Shacks Card 3:
    Razor Snare
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Survival 6
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
    Abandoned Shacks Card 4:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Abandoned Shacks Card 5:
    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 6:
    Allip
    Core
    Monster 1
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    OR Divine 8
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Dazed.

    Location #5: 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:
    Vencarlo Orisini
    CotCT
    Supporter 1
    Traits:
    Expert
    Human
    Display. While displayed:
    * On any combat check, after the roll, you may bury to add 1d6.
    * ? On any combat check, you may bury to reroll.
    Base Card 2:
    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:
    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 4:
    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 5:
    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 6:
    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 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 #6: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 3 ?: 0
    Located/Displayed Here: Loot
    Cards Not In the Box Card 1:
    Blackjack's Rapier
    CotCT
    Weapon 4
    Traits:
    Blackjack
    Finesse
    Loot
    Magic
    Melee
    Piercing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 13
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
    If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
    Cards Not In the Box Card 2:
    Blackjack's Gear
    CotCT
    Item 4
    Traits:
    Blackjack
    Clothing
    Loot
    Magic
    To Acquire:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 13
    Display. While displayed:
    * You may recharge to heal a Blackjack weapon.
    * You may recharge to move. You may not use this power during an encounter.
    * On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
    Cards Not In the Box Card 3:
    Blackjack's Daggers
    CotCT
    Weapon 4
    Traits:
    Blackjack
    Finesse
    Knife
    Loot
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 11
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
    Cards Not In the Box Card 4:
    Ruan Mirukova
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 12
    On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
    Discard to explore; you may first heal a card.
    Cards Not In the Box Card 5:
    Ausio Carowyn
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 7
    OR Banish A Weapon 0
    On a local check to acquire, bury to add 2d12.
    Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
    Cards Not In the Box Card 6:
    The Rakshasa
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
    To Acquire:
    Intelligence
    Arcane 4+#
    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.
    Cards Not In the Box Card 7:
    The Vision
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
    To Acquire:
    Intelligence
    Arcane 4+#
    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.
    Cards Not In the Box Card 8:
    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.

    Location #7: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Emperor Pile

    Location #8: Throne Room
    Urban
    At This Location: At the start of your turn, you may recharge an item to draw a card.
    When Closing: A local character summons and defeats the story bane Rioting Mob.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: Zetha/morph147, MotherMyrtle/TColMaster, None

    Throne Room Card 1:
    Jabbyr
    CotCT
    Story Bane 3
    Type: Monster
    Traits:
    Barbarian
    Gnome
    To Defeat:
    Combat 11
    THEN Combat 12
    Before acting, if you have the Gnome trait, you may discard a card to add 1d12 to your checks to defeat.
    The difficulty to defeat is increased by twice the hour's level.
    If undefeated, a random local character suffers 1d4 Combat damage.
    Throne Room Card 2:
    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    Veteran
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.
    Throne Room Card 3:
    Hellknight of the Nail
    CotCT
    Ally 3
    Traits:
    Hellknight
    Human
    To Acquire:
    Charisma
    Diplomacy 11
    On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.
    Throne Room Card 4:
    Demonling
    Core
    Monster 1
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 8
    OR Arcane
    Knowledge 6
    Immune to Electricity and Poison.
    Resistant to Attack.
    Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
    If undefeated, suffer the scourge Poisoned.
    Throne Room Card 5:
    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.
    Throne Room Card 6:
    Pit Gladiator
    CotCT
    Ally 2
    Traits:
    Fighter
    Human
    To Acquire:
    Strength
    Melee 10
    THEN Charisma
    Diplomacy 9
    On a local combat check, bury to add 2d6.
    Discard to explore; you may first draw a weapon from your discards.
    Throne Room Card 7:
    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.
    Throne Room Card 8:
    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.

    Throne Room Card 9:
    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.
    Throne Room Card 10:
    Full Pouch
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    Display. While displayed:
    * When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
    * At the end of your turn, banish.

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

    Throne Room Card 11:
    Pilts Swastel
    CotCT
    Story Bane 3
    Type: Monster
    Traits:
    Aristocrat
    Human
    To Defeat:
    Combat 13
    OR Diplomacy 10
    Before acting, each local character rolls their Wisdom. If the number of cards in their hand exceeds the result, they recharge a number of random cards equal to the difference.

  • Vigilant Seal

    Deck handler link

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

    Out of Turn Updates
    Correcting hand as had Fire Gecko in both Hand and Kit. Removed from hand

    Discard Blessing of Milani for Zetha

    Blessing = #18 Kess/Matsu Kurisu: The Carnival
    When this is the hour: All damage is Mental damage that cannot be reduced.

    Start of Turn

    Kit Swap:
    Into Kit (Verdant Rager (AD2))
    Into Hand (lt Blackjack's Gear)

    At: #3: Abandoned Shacks

    Give: No
    Move: No
    At This Location: Characters may not play allies.

    Display lt Blackjack's Gear

    Free explore = 1: Boots of Friendly Terrain, Item 1: Stealth 8

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

    Stealth 1d4, Recharge lt Blackjack's Gear +1d8
    Stealth 8: 1d4 + 1d8 ⇒ (3) + (5) = 8 - Acquired

    Kess ends her turn.

    Kess attempts to recover all cards in her Recovery pile.

    Kess resets her hand.
    Reveal Plant (Cloud Puff) +1HS
    Discard
    Draw up Crocodile Skin Madu, Reed Snake Armor, Blessing of the Green Faith

    Summary
    Location = #3: Abandoned Shacks
    Acquired = 1: Boots of Friendly Terrain
    Banished =
    Examined =

    From Box =
    Displayed =
    Give =
    Used =

    Other =

    "

    Kess wrote:

    Hand: Cloud Puff, Crowbar, Iron Knuckles, ac Boots of Friendly Terrain, Crocodile Skin Madu, Reed Snake Armor, Blessing of the Green Faith,

    Displayed: Squeeling Pigs, lt Blackjack's Gear,
    Deck: 11 Discard: 1 Buried: 1
    Hero Points: 2
    NOTES:
    Available Support: Distant: Blessing available
    Local: Ally recharge powers available
    [X] When another local character would encounter a monster, you may discard a card to encounter it instead (Use if you encounter a Monster you don't like).
    Other: Other: On Close, Move to #6: 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 [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).
    You may add Blackjack cards to your deck list in addition to your other cards.
    After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
    At the start of your turn, you may exchange a card in your hand with a card in your kit.
    □ When you would recharge, shufle, discard, or bury a boon for your character or role power, you may reload a Blackjack boon instead.
    □ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (□ or 2 dice).
    [X] When another local character would encounter a monster (□ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (□ and add 1d6 to your checks against it).
    □ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
    □ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    Zetha's Deck Handler

    Hour is Grandmother Nightmare
    Hour power is When you fail to acquire a boon, you may shuffle it and a new monster into its location.

    Start of turn
    Draw 2 random monsters
    RM#1 Faceless Stalker
    RM#2 Werewolf

    First explore
    Encounter Throne Room Card 1: Jabbyr
    Hour level is 3 so difficulty increases by 6.

    First combat, use ahtez to use stealth +adventure deck number and cold and melee traits. +2 stalking armor, +1d4 sage's journal
    display rain of frogs next to Throne room. +1d6 and poison to all combat checks.
    Stealth 11+6: 1d10 + 5 + 3 + 2 + 1d4 + 1d6 ⇒ (4) + 5 + 3 + 2 + (3) + (3) = 20 Success.

    second combat use ahtez to use stealth +adventure deck number and cold and melee traits. +2 stalking armor, +1d4 sage's journal, +1d6 and poison, play Charm Monster to draw random monster #3 Spoiler: Zombie to reduce diffculty by 3.
    Combat 12+6: 1d10 + 5 + 3 + 2 + 1d4 + 1d6 + 3 ⇒ (2) + 5 + 3 + 2 + (1) + (6) + 3 = 22 Success. banish Jabbyr

    End of turn
    Zetha and MM take 1 poison damage from rain of frogs
    zetha banishes werewolf to reduce the damage to 0.

    Recover Rain of frogs. banish faceless stalker to use stealth, +2 from stalking armor, +1d4 from power Arcane 8: 1d10 + 5 + 2 + 1d4 ⇒ (4) + 5 + 2 + (4) = 15

    reset hand. End turn.

    "

    Zetha wrote:

    Hand: Enchanted Fang, Augury, Stalking Armor, Sage's Journal (Core), Wand of Acid Burst, Garden Guardian,

    Displayed: Ahtez, Sable Company Leathers,
    Deck: 9 Discard: 8 Buried: 0
    Current Location: Base
    Hero Points: 3
    NOTES:
    Available Support: ask for blessings except againist henchmen/villian
    Movement: Move me to Base
    Other: N/a

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Researcher, Leech, Evolution Surge, The Joke, Staff of Minor Healing (Core), Harrowstrike
    Recharged: Black Spot, Bound Lantern Archon, Rain of Frogs,
    Discard Pile: Troubadour (Core), Blessing of Pharasma, Blessing of the Gods (2), Blessing of the Gods (1), Twitch Tonic, Apprentice, Blessing of the Gods (3), Charm Monster,
    Buried Pile:

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

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

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

    "


    TColMaster Mother Myrtle Alc/Arc/Support

    Out of Turn Updates: 1 Damage from Rain of Frogs (Persona Mask)

    Turn - Hour: Prayer
    Hour Rules: None
    SOT: None
    Give Card: None
    Move: XX -> YY
    Location Powers: At the start of your turn, you may recharge an item to draw a card.
    Explore: Ogre

    Before Acting 1 Combat Damage (Recharge Displayed Magic Chainmail Armor)
    Poison Blast
    Combat 18: 3d12 + 2 ⇒ (6, 2, 12) + 2 = 22

    MM ends their turn.

    MM attempts to recover all cards in their Recovery pile.
    Poison Blast Arcane 14: 1d12 + 2 ⇒ (1) + 2 = 3
    --=Discarded
    MM resets their hand.

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

    Mother Myrtle wrote:

    Hand: Tangleburn Bag, Wand of Acid Burst, Acid Arrow, Deflect, Elizir of Healing, Frost Ray,

    Displayed: Voidglass Armor,
    Deck: 15 Discard: 9 Buried: 3
    "Hero Points: 0
    XP: 6 // Mother Myrtle has the following scourges marked:
    Exhausted:
    While Marked:
    On each check or step, you may play no more than 1 boon.

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

    "
    "NOTES:
    Available Support: 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): Snake
    Recharged: Ruan Mirukova - Loot, Noble, Acid Flask, Gem of Mental Acuity, Magic Chain Mail,
    Discard Pile: Venomous Dagger, Incitation, Bodyguard, Korvosan House Drake, Nethys's Duality, Orison, Wolverine, Persona Mask, Poison Blast,
    Buried Pile: Elixir of Focus, Clockwork Servant, Blast Stone,
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Constitution +1
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowlege: INT +2
    Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Survival: Wisdom +2
    Craft: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3

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

    Vigilant Seal

    Deck handler link

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

    Out of Turn Updates

    Blessing = #3 Kess/Matsu Kurisu: Prayer
    When this is the hour: No effect.

    Start of Turn

    Kit Swap:
    Into Kit (ac Boots of Friendly Terrain)
    Into Hand (Verdant Rager (AD2))

    At: #3: Abandoned Shacks

    Give: No
    Move: No
    At This Location: Characters may not play allies.

    Display lt Blackjack's Gear

    Free explore = 2: Secret Stockpile, Barrier 2: Dexterity 9

    Spoiler:
    Traits:
    Cache
    Lock
    To Defeat:
    Dexterity
    Disable 9
    OR Wisdom
    Perception 11
    If undefeated, you may banish this barrier.
    If defeated, draw a new weapon and a new armor.

    Dexterity 1d6, discard Crowbar +2d6
    Dexterity 9: 1d6 + 2d6 ⇒ (6) + (1, 4) = 11 - Banished. draw a new weapon and a new armor
    W1: Shock Glaive, 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.

    A1: Sable Company Hide, Armor 3:
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 11
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.

    Display ac Sable Company Hide

    Kess ends her turn.

    Kess attempts to recover all cards in her Recovery pile.
    Crowbar: Strength 3: 1d10 + 1 ⇒ (2) + 1 = 3 -> Crowbar recharged .

    Kess resets her hand.
    Reveal Plant (Cloud Puff, Verdant Rager (AD2)) +2HS
    Discard ac Shock Glaive
    Draw up

    Summary
    Location = #3: Abandoned Shacks
    Acquired = W1: Shock Glaive, A1: Sable Company Hide
    Banished = 2: Secret Stockpile
    Examined =

    From Box = W1: Shock Glaive, A1: Sable Company Hide
    Displayed =
    Give =
    Used =

    Other =
    "

    Kess wrote:

    Hand: Crocodile Skin Madu, Reed Snake Armor, Cloud Puff, Iron Knuckles, Verdant Rager (AD2), Blessing of the Green Faith, Stone Weasel (AD0), Wolfhide Armor,

    Displayed: Squeeling Pigs, ac Sable Company Hide,
    Deck: 11 Discard: 2 Buried: 1
    Hero Points: 2
    NOTES:
    Available Support: Distant: Blessing available
    Local: Ally recharge powers available
    [X] When another local character would encounter a monster, you may discard a card to encounter it instead (Use if you encounter a Monster you don't like).
    Other: Other: On Close, Move to #6: 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 [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).
    You may add Blackjack cards to your deck list in addition to your other cards.
    After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
    At the start of your turn, you may exchange a card in your hand with a card in your kit.
    □ When you would recharge, shufle, discard, or bury a boon for your character or role power, you may reload a Blackjack boon instead.
    □ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (□ or 2 dice).
    [X] When another local character would encounter a monster (□ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (□ and add 1d6 to your checks against it).
    □ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
    □ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


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    Looks like Zetha needs to take 1 combat damage from Ogre on Mother Myrtle's turn

    During This Adventure:

  • The Harrow suit is Books.
  • Add 1d4 to Intelligence non-combat checks.
  • When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.
  • Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades

    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 CotCT3B: THE EMPEROR OF OLD KORVOSA

  • At the start of your turn, display Blood Pig Bout next to a random location. At the end of your move step, if you are at Blood Pig Bout's location, encounter it. Then, if you did not defeat or encounter Blood Pig Bout, put the top card of Blood Pig Bout's location faceup on an emperor pile next to the scenario. If only 1 location has cards, banish Blood Pig Bout.
  • When you encounter a Squealing Pig, draw it. When at the location Pits, you may display the ally Pig or a Squealing Pig next to the location; when the number of those cards is greater than or equal to the number of locations, banish Blood Pig Bout.
  • When Blood Pig Bout is banished, add the new location Throne Room and shuffle the villain Pilts Swastel and the non-closing henchman Jabbyr into it, then shuffle the emperor pile and reload it into the Throne Room. All Proxy B's are now the non-closing henchman Thug.
    To win, defeat and corner Pilts Swastel.

    Additional Rules: THREAT LIST:
    Danger: Thug
    Villain: None
    Closing Henchmen: None (See above)

    Scenario Level (#): 3

    Turn: 22, Zetha/morph147

    Random Cards:

    Monsters
    Spoiler:
    Vampire Spawn
    CotCT
    Monster 2
    Traits:
    Undead
    Vampire
    To Defeat:
    Combat 15
    Immune to Mental and Poison.
    If undefeated, bury a random card from your discards.

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

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

    Spoiler:
    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:
    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.

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

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

    Spoiler:
    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:
    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.

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

    Spoiler:
    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:
    Allying Dart
    Core
    Weapon 1
    Traits:
    Dart
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
    On another local character's combat check, freely reload to add 1d4+1.

    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:
    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.

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

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

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


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

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

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

    Spoiler:
    Full Plate
    Core
    Armor 1
    Traits:
    Heavy Armor
    To Acquire:
    ConstitutionFortitude 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 discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

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

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

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

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

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

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

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


    Spoiler:
    Eries Yelloweyes
    CotCT
    Ally 2
    Traits:
    Hireling
    Lycanthrope
    To Acquire:
    Wisdom
    Survival 8
    OR Charisma
    Diplomacy 10
    On a local Dexterity check or a local check before acting, recharge to add 1d6.
    Discard to explore. This exploration, you cannot suffer scourges.

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

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

    Spoiler:
    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:
    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 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.

    Hour Power: After your exploration, you may move to a random location.

    Current Hour:

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

    Hours Remaining: 8

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 1 MotherMyrtle/TColMaster
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 2 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 2 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 3 Zetha/morph147:
    Spoiler:
    Hourglass Card 3 Zetha/morph147
    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 4 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 4 MotherMyrtle/TColMaster
    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 5 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 5 Kess/MatsuKurisu
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
    To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.
    Hourglass Card 6 Zetha/morph147:
    Spoiler:
    Hourglass Card 6 Zetha/morph147
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 7 MotherMyrtle/TColMaster:
    Spoiler:
    Hourglass Card 7 MotherMyrtle/TColMaster
    The Fiend
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
    To Acquire:
    Strength
    Melee 4+#
    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.
    Hourglass Card 8 Kess/MatsuKurisu:
    Spoiler:
    Hourglass Card 8 Kess/MatsuKurisu
    The Prince of Pain
    Core
    Blessing 3
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
    To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.

    Location #3: Abandoned Shacks
    Urban
    At This Location: Characters may not play allies.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character moves to a random other location.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Kess/MatsuKurisu, None

    Abandoned Shacks Card 1:
    Razor Snare
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Survival 6
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
    Abandoned Shacks Card 2:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Abandoned Shacks Card 3:
    Henchman Proxy B1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Abandoned Shacks Card 4:
    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.

    Location #5: 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:
    Vencarlo Orisini
    CotCT
    Supporter 1
    Traits:
    Expert
    Human
    Display. While displayed:
    * On any combat check, after the roll, you may bury to add 1d6.
    * ? On any combat check, you may bury to reroll.
    Base Card 2:
    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:
    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 4:
    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 5:
    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 6:
    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 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 #6: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 3 ?: 0
    Located/Displayed Here: Loot
    Cards Not In the Box Card 1:
    Blackjack's Rapier
    CotCT
    Weapon 4
    Traits:
    Blackjack
    Finesse
    Loot
    Magic
    Melee
    Piercing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 13
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
    If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
    Cards Not In the Box Card 2:
    Blackjack's Gear
    CotCT
    Item 4
    Traits:
    Blackjack
    Clothing
    Loot
    Magic
    To Acquire:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 13
    Display. While displayed:
    * You may recharge to heal a Blackjack weapon.
    * You may recharge to move. You may not use this power during an encounter.
    * On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
    Cards Not In the Box Card 3:
    Blackjack's Daggers
    CotCT
    Weapon 4
    Traits:
    Blackjack
    Finesse
    Knife
    Loot
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 11
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
    Cards Not In the Box Card 4:
    Ruan Mirukova
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 12
    On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
    Discard to explore; you may first heal a card.
    Cards Not In the Box Card 5:
    Ausio Carowyn
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 7
    OR Banish A Weapon 0
    On a local check to acquire, bury to add 2d12.
    Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
    Cards Not In the Box Card 6:
    The Rakshasa
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
    To Acquire:
    Intelligence
    Arcane 4+#
    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.
    Cards Not In the Box Card 7:
    The Vision
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
    To Acquire:
    Intelligence
    Arcane 4+#
    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.
    Cards Not In the Box Card 8:
    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.

    Location #7: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Emperor Pile

    Location #8: Throne Room
    Urban
    At This Location: At the start of your turn, you may recharge an item to draw a card.
    When Closing: A local character summons and defeats the story bane Rioting Mob.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Zetha/morph147, MotherMyrtle/TColMaster, None

    Throne Room Card 1:
    Hellknight of the Nail
    CotCT
    Ally 3
    Traits:
    Hellknight
    Human
    To Acquire:
    Charisma
    Diplomacy 11
    On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.
    Throne Room Card 2:
    Demonling
    Core
    Monster 1
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 8
    OR Arcane
    Knowledge 6
    Immune to Electricity and Poison.
    Resistant to Attack.
    Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
    If undefeated, suffer the scourge Poisoned.
    Throne Room Card 3:
    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.
    Throne Room Card 4:
    Pit Gladiator
    CotCT
    Ally 2
    Traits:
    Fighter
    Human
    To Acquire:
    Strength
    Melee 10
    THEN Charisma
    Diplomacy 9
    On a local combat check, bury to add 2d6.
    Discard to explore; you may first draw a weapon from your discards.
    Throne Room Card 5:
    Exploding Runes
    Core
    Barrier 2
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 6+#
    OR Disable 8+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
    Throne Room Card 6:
    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.

    Throne Room Card 7:
    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.
    Throne Room Card 8:
    Full Pouch
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    Display. While displayed:
    * When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
    * At the end of your turn, banish.

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

    Throne Room Card 9:
    Pilts Swastel
    CotCT
    Story Bane 3
    Type: Monster
    Traits:
    Aristocrat
    Human
    To Defeat:
    Combat 13
    OR Diplomacy 10
    Before acting, each local character rolls their Wisdom. If the number of cards in their hand exceeds the result, they recharge a number of random cards equal to the difference.


  • Zetha's Deck Handler

    outside of turn updates
    Banish Garden Guardian to reduce damage to 0.

    Hour is The Lucky Drunk
    hour power is After your exploration, you may move to a random location.

    start of turn
    Draw 2 random monsters from the box
    RM#1Vampire Spawn
    RM#2 Ratling

    Play Augury calling monster.
    Throne Room Card 1: Hellknight of the Nail
    Throne Room Card 2: Demonling
    Throne Room Card 3: Elven Curve Blade

    shuffle location and put Demonling on the bottom of the location.

    first explore
    Encounter 1,3,4,5,6,7,8,9: 1d8 ⇒ 6 Throne Room Card 6: Harrow Deck. Banish Ratling to use stealth, reveal stalking armor to add 2.
    Stealth 10: 1d10 + 5 + 2 ⇒ (7) + 5 + 2 = 14 Success.

    Banish Harrow Deck to examine the top 3 cards of the location and put back in any order.
    1,3,4,5,7,8,9: 1d7 ⇒ 1 Throne Room Card 1: Hellknight of the Nail
    3,4,7,8,9: 1d6 ⇒ 3 Throne Room Card 5: Exploding Runes - must encounter due to examining
    3,4,7,8,9: 1d5 ⇒ 4 Throne Room Card 8: Full Pouch

    Must encounter Throne Room Card 5: Exploding Runes due to examining.Will attempt Arcane, banish vampire spawn to use stealth. +2 for stalking armor.
    Stealth 6+3: 1d10 + 5 + 2 ⇒ (1) + 5 + 2 = 8 Fail. spend hero point to reroll. 2 left
    Stealth 6+3: 1d10 + 5 + 2 ⇒ (3) + 5 + 2 = 10 Success. Banish

    finishing by putting Throne room card 1 on top, then throne room card 8.

    end of turn
    recover augury Arcane 8: 1d10 + 2 + 1d4 ⇒ (5) + 2 + (3) = 10

    reset hand. End turn.
    "

    Zetha wrote:

    Hand: Enchanted Fang, Stalking Armor, Staff of Minor Healing (Core), Sage's Journal (Core), Wand of Acid Burst, The Joke,

    Displayed: Ahtez, Sable Company Leathers,
    Deck: 8 Discard: 8 Buried: 1
    Current Location: Base
    Hero Points: 2
    NOTES:
    Available Support: ask for blessings except againist henchmen/villian
    Movement: Move me to Base
    Other: N/a

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Harrowstrike, Evolution Surge, Researcher, Leech
    Recharged: Black Spot, Bound Lantern Archon, Rain of Frogs, Augury,
    Discard Pile: Troubadour (Core), Blessing of Pharasma, Blessing of the Gods (2), Blessing of the Gods (1), Twitch Tonic, Apprentice, Blessing of the Gods (3), Charm Monster,
    Buried Pile: Harrow Deck,

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

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

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

    "

    Upkeep
    from box=RM#1, RM#2
    banish=Throne room #5
    acquire = Throne room #6

    final Throne room order - 1, 8, Random (3,4,7,9), 2
    Knonw cards due to examines in throne room- 1,8,2


    TColMaster Mother Myrtle Alc/Arc/Support

    Out of Turn Updates: None

    Turn - Hour: Sands of the Hour
    Hour Rules: None
    SOT: Location Power: Recharge Wand of Acid Burst to draw card from deck. (Snake)

    Elixir of Healing: 1d4 + 1 ⇒ (1) + 1 = 2
    RNG: 1d9 + 1d8 ⇒ (7) + (1) = 8

    Give Card: None
    Move: XX -> YY
    Location Powers: At the start of your turn, you may recharge an item to draw a card.
    Explore: Hellknight of the Nail

    THe Joke - Zetha
    Cha 11: 2d6 ⇒ (6, 3) = 9
    -Fail, Discard.
    Discard Snake to Explore

    Full Pouch Wis 9: 1d12 + 2 ⇒ (6) + 2 = 8
    -Fail, Discard.

    Throne 2 (Shuffled)
    Throne 3 (Shuffled)
    Throne 4 (Shuffled)
    Throne 7 (Shuffled)
    Throne 9 (Shuffled)

    MM ends their turn.

    MM attempts to recover all cards in their Recovery pile.
    Elixir of Healing Craft 6: 1d12 + 4 ⇒ (11) + 4 = 15

    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


    Zetha's Deck Handler

    Out of turn updates
    discard the joke for the check. when discarded, recharge wand of acid blast and sage's journal to draw researcher and leech.

    "

    Zetha wrote:

    Hand: Enchanted Fang, Stalking Armor, Staff of Minor Healing (Core), Researcher, Leech,

    Displayed: Ahtez, Sable Company Leathers,
    Deck: 8 Discard: 9 Buried: 1
    Current Location: Base
    Hero Points: 2
    NOTES:
    Available Support: ask for blessings except againist henchmen/villian
    Movement: Move me to Base
    Other: N/a

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Harrowstrike, Evolution Surge
    Recharged: Black Spot, Bound Lantern Archon, Rain of Frogs, Augury, Wand of Acid Burst, Sage's Journal (Core),
    Discard Pile: Troubadour (Core), Blessing of Pharasma, Blessing of the Gods (2), Blessing of the Gods (1), Twitch Tonic, Apprentice, Blessing of the Gods (3), Charm Monster, The Joke,
    Buried Pile: Harrow Deck,

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

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

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

    "


    TColMaster Mother Myrtle Alc/Arc/Support
    Mother Myrtle wrote:

    Hand: Tangleburn Bag, Magic Chain Mail, Acid Arrow, Deflect, Noble, Frost Ray,

    Displayed: Voidglass Armor,
    Deck: 16 Discard: 7 Buried: 3
    "Hero Points: 0
    XP: 6 // Mother Myrtle has the following scourges marked:
    Exhausted:
    While Marked:
    On each check or step, you may play no more than 1 boon.

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

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

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ruan Mirukova - Loot, Wolverine, Acid Flask, Wand of Acid Burst
    Recharged: Elizir of Healing, Snake,
    Discard Pile: Incitation, Bodyguard, Korvosan House Drake, Nethys's Duality, Orison, Persona Mask, Poison Blast,
    Buried Pile: Elixir of Focus, Clockwork Servant, Blast Stone,
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2
    Fortitude: Constitution +1
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowlege: INT +2
    Wisdom d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Survival: Wisdom +2
    Craft: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3

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

    Vigilant Seal

    Deck handler link

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

    Out of Turn Updates

    Blessing = #2 Kess/Matsu Kurisu: Orison
    When this is the hour: No effect.

    Start of Turn

    Kit Swap:
    Into Kit ()
    Into Hand ())

    At: #3: Abandoned Shacks

    Give: No
    Move: No
    At This Location: Characters may not play allies.

    Free explore = 1: Razor Snare, Barrier 1: Acrobatics 6

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

    Acrobatics 1d6+1, discard Blessing of the Green Faith +1d6
    acrobatics 6: 1d6 + 1 + 1d6 ⇒ (1) + 1 + (1) = 3 - Use hero point reroll. 1 remaining
    acrobatics 6: 1d6 + 1 + 1d6 ⇒ (2) + 1 + (6) = 9 - Banished.

    Kess ends her turn.

    Kess attempts to recover all cards in her Recovery pile.

    Kess resets her hand.
    Reveal Plant (Cloud Puff, Verdant Rager (AD2)) +2HS
    Armor recharge Reed Snake Armor, Wolfhide Armor
    Discard
    Draw up lt Ausio Carowyn (AD3), Blessing of Gozreh, Blessing of Chaldira Zuzaristan

    Summary
    Location = #3: Abandoned Shacks
    Acquired =
    Banished = 1: Razor Snare
    Examined =

    From Box =
    Displayed =
    Give = Use hero point reroll. 1 remaining
    Used =

    Other =
    "

    Kess wrote:

    Hand: Crocodile Skin Madu, Cloud Puff, Iron Knuckles, Verdant Rager (AD2), Stone Weasel (AD0), lt Ausio Carowyn (AD3), Blessing of Gozreh, Blessing of Chaldira Zuzaristan,

    Displayed: Squeeling Pigs, ac Sable Company Hide,
    Deck: 10 Discard: 3 Buried: 1
    Hero Points: 1
    NOTES:
    Available Support: Distant: Blessing available
    Local: Ally recharge powers available
    [X] When another local character would encounter a monster, you may discard a card to encounter it instead (Use if you encounter a Monster you don't like).
    Other: Other: On Close, Move to #6: 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 [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).
    You may add Blackjack cards to your deck list in addition to your other cards.
    After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
    At the start of your turn, you may exchange a card in your hand with a card in your kit.
    □ When you would recharge, shufle, discard, or bury a boon for your character or role power, you may reload a Blackjack boon instead.
    □ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (□ or 2 dice).
    [X] When another local character would encounter a monster (□ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (□ and add 1d6 to your checks against it).
    □ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
    □ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    Zetha's Deck Handler

    Correction on alley from MM turn
    Alley (3,4,7,9 are random) 2 is on bottom

    Start of turn
    Hour is Prayer
    Hour power is none

    Start of turn
    draw 2 random monsters from the box
    RM3 evoker
    RM4 guardian zombie

    recharge leech to heal heal : 1d4 - 1 ⇒ (3) - 1 = 2 heal blessing of Barasma and twitch tonic.

    recharge staff of minor healing to heal apprentice

    First explore
    RC 3,4,7,9: 1d4 ⇒ 3 encounter Throne Room Card 7: The Unveiling

    banish evoker to use stealth in stead of craft. reveal stalking armor to add 2
    Stealth 5: 1d10 + 5 + 2 ⇒ (9) + 5 + 2 = 16 Success.

    Will instantly play The Unveiling to shuffle it into MM deck to remove his exhausted scourge.

    second explore
    discard Researcher to explore. encounter RC 3,4,9: 1d3 ⇒ 2 Throne Room Card 4: Pit Gladiator.

    Banish guardian zombie to use stealth in place of strength. +2 from stalking armor. Stealth 10: 1d10 + 5 + 2 ⇒ (5) + 5 + 2 = 12
    Diplomacy 9: 1d10 + 1 ⇒ (9) + 1 = 10 Success. Acquire Pit Gladiator

    Third explore
    Discard pit guardian to explore. No weapons in discard.
    RC 3,9: 1d2 ⇒ 2 Throne Room Card 9: Pilts Swastel

    first Kess will encounter danger
    Will use melee+1d12. since no weapon used, add 1d4 to check by recharging Verdent Ranger. discard blessing of Chaldira Zuzaristan to add 2 die. reveal iron knuckles to add 1d4

    Combat 10+6: 1d10 + 4 + 1d12 + 1d4 + 2d10 + 1d4 ⇒ (2) + 4 + (10) + (1) + (4, 10) + (4) = 35 Success. Guard location

    BYA each local character roll wisdom and then recharge cards if cards in hand exceed than result
    Wisdom : 1d4 ⇒ 3 Zetha recharges nothing
    Wisdom for MM: 1d12 ⇒ 5 MM recharge 1 card

    For combat use ahtez to use stealth+adventure deck number. +2 stalking armor. +1d4 for enchanted fang. bless check using Kess blessing of Gozerh

    Combat 13: 1d10 + 5 + 3 + 2 + 1d4 + 1d10 ⇒ (5) + 5 + 3 + 2 + (1) + (9) = 25 Success. We win

    Upkeep
    acquire the unveiling and pit gladiator


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    COMPLETED SCENARIO CotCT3B - THE EMPEROR OF OLD KORVOSA
    Development
    After a rousing game of Blood Pig, you ended the reign of Emperor Pilts. His crowd dispersed, grateful for the loss of their insane tyrant.

    “Hi. I’m Laori Vaus of the Brotherhood of Bones,” says the elf. “Wasn’t it fun to be covered in pig blood? And weren’t those squeals delightful?”

    You assure her that it and they were not.

    “To each your own. Anyway, it was the only way I could get to Salvator Scream.”

    The artist is chained to an easel, busily painting in the Emperor’s theater, Exemplary Execrables. His recent work is violent, colorful, and uninspired.

    “Do you have any older works?” asks Laori.

    Salvator produces three paintings, and they are indeed more inspired. One depicts a blue dragon towering over a castle while its citizens are impaled. This makes Laori’s day.

    “Such a dreary life,” Scream says. “Before we escape Old Korvosa, we need to rescue the seneschal. Only he can depose the Queen.”

    Reward

  • Rally the supporter Laori Vaus.
  • A character gets the Loot ally Salvator Scream.

    Acquired Cards (* = Plunder)
    Pit Gladiator (Ally 2)
    Wolverine (Ally 3)
    Korvosan House Drake (Ally 2)
    Leech (Ally 1)
    Bodyguard (Ally 1)
    Voidglass Armor (Armor 3)
    Sable Company Leathers (Armor 3)
    Sable Company Hide (Armor 3)
    Gorum's Iron (Blessing 1)
    Gem of Mental Acuity (Item 1)
    Tangleburn Bag (Item 2)
    Twitch Tonic (Item 2)
    Wand of Acid Burst (Item 1)
    The Unveiling (Item 2)
    Boots of Friendly Terrain (Item 1)
    Persona Mask (Item 3)
    Harrowstrike (Spell 1)
    Frost Ray (Spell 1)
    Venomous Dagger (Weapon 3)
    Shock Glaive (Weapon 2)
    Giantbane Greataxe (Weapon 1)

    Weapon 321
    Spell 11
    Armor 333
    Item 1221213
    Ally 23211
    Blessing 1

    Tier Rewards
    Each character gains 1 XP and 1 hero point (if not a replay).
    Also be sure to roll a d20 for a chance for a convention boon

    Please post rolls, decisions, etc in discussion thread


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    SCENARIO 3C: WRATH OF THE ARKONAS

    At the artist Salvator Scream’s suggestion, you ascend to a palace at the highest point of Old Korvosa. The palace is a breathtaking structure built in the Vudrani style, with golden pillars, high windows that rise to tapered points, minarets, and domes decorated with slender spires. Statues of elephants and six-armed deities keep watch outside the gates.

    "“Welcome to the Arkona Palace,”" says a tall, pleasant majordomo with an eyepatch. "“Please be seated while I summon the master. It may be a bit of a wait.”"

    "“There is no need for waiting, Carnochan!”" bellows a Vudran lord resplendent in maroon and blue finery. "“I am Glorio Arkona, and the heroes of Korvosa are most welcome here! How might a humble merchant lord be of help to such as you?”"

    You show a display of thanks, then proceed to tell your story. You tell of how you quelled the riots in Korvosa, exposed the plague doctor, and cured the blood veil, yet you felt a need to lay low in Old Korvosa while Queen Ileosa declared martial law. You rid Old Korvosa of a Red Mantis infestation and an insane Emperor, leaving the Arkonas as the only real power on the quarantined island. As you see a satisfied glimmer of appreciation in Glorio’s eye, you realize you may not have left the citizens in the care of their best option.

    Still, Glorio gives a beneficent response. "“You have done well for my people,”" he says. "“And now there is the matter of the Queen. Obviously, as a citizen of some renown, I must serve the Crown with all my loyalty. Betrayal is not in the Arkona blood, you see. But there are ways to unseat even the most tyrannical of monarchs.”"

    LOCATIONS:
    1 - Base
    1 - Castle
    1 - Glade
    1 - Manor
    2 - Barracks
    3 - Office

    THREAT LIST:
    Danger: Elemental, Rakshasa
    Villain: Bahor
    Closing Henchmen: Rakshasa-Proxy A

    DURING THIS SCENARIO:

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


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    During This Adventure:

  • The Harrow suit is Books.
  • Add 1d4 to Intelligence non-combat checks.
  • When you play your harrow, you may recharge up to 3 cards and may draw an equal number of cards.
  • Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades

    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 3C: WRATH OF THE ARKONAS

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

    Additional Rules: THREAT LIST:
    Danger: Elemental, Rakshasa
    Villain: Bahor
    Closing Henchmen: Rakshasa-Proxy A

    Scenario Level (#): 3

    Turn: 0, Zetha/morph147

    Random Cards:

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

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

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

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

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

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

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

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

    Weapons
    Spoiler:
    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:
    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:
    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:
    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.

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

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

    Spoiler:
    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:
    Clairvoyance
    Core
    Spell 3
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    Banish to examine the top 3 cards of any location; return them in any order.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

    Spoiler:
    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:
    Restorative Touch
    Core
    Spell 3
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 8
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.

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

    Spoiler:
    Corpse Plate
    CotCT
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Display. While displayed:
    * You may evade Undead monsters you encounter.
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.

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

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

    Spoiler:
    Full Plate
    Core
    Armor 1
    Traits:
    Heavy Armor
    To Acquire:
    ConstitutionFortitude 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 discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

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

    Spoiler:
    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:
    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.


    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.

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

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


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

    Spoiler:
    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.

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

    Spoiler:
    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.

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

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

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

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

    Spoiler:
    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.

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 0

    [b]Hourglass

    Hourglass Cards/Turn Order:

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

    Location #2: Glade
    Sacred
    Wild
    At This Location: When you would encounter a non-story bane monster or barrier, you may instead summon and encounter the danger. If you do, and do not defeat it, shuffle the original bane into its location; if you defeat it, banish the original bane.
    When Closing: Either recharge 3 boons or suffer the scourge Exhausted.
    When Permanently Closed: You may heal up to 2 cards.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #3: Manor
    Urban
    At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Search your deck for a card and draw it.
    M: 0 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #4: 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 ?: 1
    Located/Displayed Here: None

    Location #5: 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 ?: 1
    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 ?: 8
    Located/Displayed Here: None

    Location #7: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 3 ?: 0
    Located/Displayed Here: None


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    Harrows:

    1-Mother Myrtle:
    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.
    2-Kess:
    The Inquisitor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: You may not use powers to reroll dice.
    To Acquire:
    Intelligence
    Diplomacy 4+#
    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.
    3-Zetha:
    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.

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