[PACS] Year of Rotting Ruin - Echoes of Death (Inactive)

Game Master Rhynn Davrie

Loot Available:

Ukwar Axe
Spoiler:

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

Ashbringer
Spoiler:

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

Steal Soul
Spoiler:

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

Sadomasochism
Spoiler:

Spell 6
Traits: Arcane Divine Loot Magic
To Acquire: Intelligence Wisdom Arcane Divine 16
Display. While displayed: * On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 17 check to recharge it instead.

Angelic Armor
Spoiler:

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

Hellknight Plate
Spoiler:

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

Kazavon's Shield
Spoiler:

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

Antiplague
Spoiler:

Item
Traits: Alchemical Liquid
To Acquire: Intelligence Craft 5
Display next to a local character. While displayed: * On this character's checks against Disease or Poison cards, add 1d8. * You may banish to remove the scourge Plagued or Poisoned from this character. * At the end of the scenario, banish. DURING RECOVERY If proficient, you may succeed at a Craft 7 check to recharge this card.

Plague Mask
Spoiler:

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

Plaguebringer's Mask
Spoiler:

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

Staff of Greater Necromancy
Spoiler:

Item 6
Traits: Arcane Attack Divine Loot Magic Staff
To Acquire: Arcane Divine 12
For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell. If proficient, at the end of your turn, bury to heal 1d4+1 allies.

Ring of Splendid Security
Spoiler:

Item 7
Traits: Accessory Loot
To Acquire: Banish A Boon 0
When you suffer non-Combat damage, freely reveal to roll 1d4; on a result other than 1, reduce the damage by 5. On your check against a bane, freely reload to add 7.

Zellara
Spoiler:

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

Darb Tuttle
Spoiler:

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

Iomedae's Justice
Spoiler:

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

Lady of Valor
Spoiler:

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.

Pharasma's Knowing
Spoiler:

Blessing
Traits: Deity: Pharasma Divine Veteran
When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+#
On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

Urgathoa's Gluttony
Spoiler:

Blessing
Traits: Deity: Urgathoa Divine Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. To Acquire: Constitution Divine Fortitude 5+#
On any check, discard to bless. On a Fortitude check or a check that invokes the Undead trait, discard to bless twice. Discard to explore.

Achaekek's Claws
Spoiler:

Blessing
Traits: Deity: Achaekek Divine
When this is the hour: Before acting against a story bane monster, draw 1 card then discard 1 card. To Acquire: Intelligence Craft 8
On any check, discard to bless; if it is against a story bane monster, freely recharge instead. Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.

Reward Powers:

After you use the Base's power to recharge cards, you may move or shuffle your deck. (6-4A)

When you close a location and move to the Base, you may immediately explore it once.


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Estra's Deckhandler

Hrm, think I'm going to take advantage of the extra card heal, during Harsk's turn since I'm heading toward the repository.

Wand of Restoration for heal.

Wand heal: 1d4 + 1 ⇒ (2) + 1 = 3 Healing 3 and 1 for the hour - (Divine Blaze, Staff of Dark Flame, Divine Fortune, Scrying). Shoot, was really hoping to get one of the other heals back. Remove wounded scourge. Deck shuffled.

End of Harsk's turn.

Estra, Spiritual Counselor attempts to recover all cards in her Recovery pile.
Wand of Restorative Touch: Divine 12: 1d10 + 6 ⇒ (6) + 6 = 12 -> Wand of Restorative Touch recharged.

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

Turn 15, Norgorber's Shadow
Hour Power: On your Stealth check or your check that invokes the Poison trait, add 1d4.

Estra knows that heading to the repository is risky, but it has to be done if we hope to get out of this. She also knows she can utilize her own personal Sight to guide her, so instead of focusing on her location, she instead takes a look at Zetha's location to plot a path forward for her (Moon Maiden Armor, Sadomasochism, and Demilich!)

With that lucky break spotted, Estra takes a moment to ponder the best strategy to end this as soon as possible.


Estra's Deckhandler

After conferring it sounds like Estra will be best off at the Repository, she first passes over the Harrow card The Marriage to Harsk. Not sure if it will help in the battle to come, but couldn't hurt to have it. With that she sets off.

End of move, Estra examines at Repository - Brooch of Protection.

Estra spots an interesting looking Brooch put up in the repository, but it has some sort of arcane field surrounding it and the risk seems to great to risk acquiring it. With that known, she just sets up for the final throw down.

Estra, Spiritual Counselor ends her turn.

Estra, Spiritual Counselor attempts to recover all cards in her Recovery pile.
Zellara's Harrow Deck: Divine 12: 1d10 + 6 ⇒ (5) + 6 = 11 -> Zellara's Harrow Deck discarded.

Estra, Spiritual Counselor resets her hand, 7 card hand and 7 in discard, all fine there.

Estra, Spiritual Counselor wrote:

Hand: Boneshatter, Quickened Ray, Death's Touch, Scrying, Falcon Crown, Honaire, Urgathoa's Gluttony,

Displayed: Third Eye,
Deck: 8 Discard: 7 Buried: 3
Hero Points: 2
Box Reroll Used: Y
NOTES:
Available Support: Quickened Ray - 2d6 to a combat and cold or fire trait

Movement: Estra will move with the group on location close.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Magistrate, Steal Soul, Divine Fortune, Hypercognition, Staff of Dark Flame, Aspect of the Monkey, Divine Blaze
Recharged: Wand of Restorative Touch,
Discard Pile: Repulsion, Ghost Whip, Nightspear, Dominate, Pious Healer, Psychic Surgery, Zellara's Harrow Deck,
Buried Pile: Pharasma's Knowing, Ausio Carowyn, Blessing of the Lady of Graves,

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wisdom +2
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
Diplomacy: Charisma +3

Favored Card: Honaire
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Divine, Light Armor
POWERS:
At the end of your move step, you may examine the top card of your location. (□ If the card has a power that happens when examined, you may instead shuffle a card into your deck to ignore the power.) You may bury (■ or discard) a card to encounter the card; during this encounter, add 1d6 (□ +1) to your Strength, Dexterity, and Constitution checks.
When you succeed at a combat(■ or Charisma) check, you may draw a card (□ or shuffle a random card from your discard pile into your deck).
■ When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, reload it.
■ At the start of your turn, you may exchange an ally (□ or a blessing) in your hand with an ally in your discard pile.
■ Gain the skill Diplomacy: Charisma +3
□ Instead of the first exploration of your turn, each character at your location may shuffle a random ally from his discard pile into his deck.


Update: Top 3 at Ossuary are known and can be reordered - Demilich found!

Harsk: Passed over The Marriage blessing to bolster your card pool a bit.


During This Adventure:

Adventure Path Setup:
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #.

Each character records the supports they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, 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.

Building the Vault: The vault should contain all level 0, 1, 2, 3, 4, 5, and 6cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, 2, and 3 non-Veteran banes and you may remove any Level 0, 1, 2, and 3 non-Veteran, non-blessing boons.

During This Scenario: 6-6D: The Demilich's Domain

Harrow: The Paladin - Suit: Hammers

After you reset and when you close a location, if your maximum hand size exceeds the number of cards in your discards, discard a card from your deck and a card from your hand.

On a distant check, after playing a card, suffer 1d4+1 Combat damage.

Display the story banes Kayltanya and Koriantu at different random locations.
* On your combat check, if Kayltanya is displayed at your location, you may reroll 1 die.
* When you defeat a monster if Koriantu is displayed at your location, you may heal 1 card.
* When a location at which Kayltanya or Koriantu is displayed closes, banish that story bane.

Additional Rules: Danger:

Taniniver:

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

Villain:
Demilich (Yln)

Henchman (Closing):
Ildervok, Taniniver, and

Animated Object - Proxy B:

Story Bane
Type: Monster
Traits: Construct Veteran
To Defeat: Combat 12+## OR Arcane 7+#
A random local character encounters this monster instead. If defeated, roll 1d4, then summon and encounter a boon of the corresponding type: 1. Weapon 3. Armor 2. Spell 4. Item

Active Peril/Harrows

Unhallowed - On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.

Harrow of Hammers - On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.

At the start of the scenario each character suffers the scourges Plagued and Wounded.

Scenario Level (#): 6

Turn: 16, Fumbus/sirrogue

Random Cards:

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

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


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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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


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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Spoiler:
The 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 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:
Lady Despair
Core
Blessing 3
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead.

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

Hour Power: The first time you discard cards as damage this turn, recharge 1 of them instead.

Current Hour:

The Brass Dwarf:
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.

Hours Remaining: 14

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 1 Zetha/Chthonicthul
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Hourglass Card 2 Harsk/Kulko:
Spoiler:
Hourglass Card 2 Harsk/Kulko
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 3 Estra/rhynndavrie:
Spoiler:
Hourglass Card 3 Estra/rhynndavrie
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 Fumbus/sirrogue:
Spoiler:
Hourglass Card 4 Fumbus/sirrogue
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 5 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 5 Zetha/Chthonicthul
Achaekek's Claws
CotCT
Blessing 4
Traits:
Deity: Achaekek
Divine
When this is the hour: Before acting against a story bane monster, draw 1 card then discard 1 card.
To Acquire:
Intelligence
Craft 8
On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.
Hourglass Card 6 Harsk/Kulko:
Spoiler:
Hourglass Card 6 Harsk/Kulko
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 Estra/rhynndavrie:
Spoiler:
Hourglass Card 7 Estra/rhynndavrie
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 8 Fumbus/sirrogue:
Spoiler:
Hourglass Card 8 Fumbus/sirrogue
The Hidden Truth
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
To Acquire:
Intelligence
Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
Hourglass Card 9 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 9 Zetha/Chthonicthul
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 10 Harsk/Kulko:
Spoiler:
Hourglass Card 10 Harsk/Kulko
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 11 Estra/rhynndavrie:
Spoiler:
Hourglass Card 11 Estra/rhynndavrie
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 12 Fumbus/sirrogue:
Spoiler:
Hourglass Card 12 Fumbus/sirrogue
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 13 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 13 Zetha/Chthonicthul
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Hourglass Card 14 Harsk/Kulko:
Spoiler:
Hourglass Card 14 Harsk/Kulko
The Queen Mother
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.

Location #2: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Fumbus/sirrogue, None

Dungeons Card 1:
Sczarni Thief
CotCT
Monster 1
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Dungeons Card 2:
Mercenary
Core
Monster 1
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
Dungeons Card 3:
Accursed Priest
Core
Monster 1
Traits:
Cleric
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Dungeons Card 4:
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.
Dungeons Card 5:
Soultrapping Gem
CotCT
Barrier 6
Traits:
Magic
Trap
To Defeat:
None 0
Display this barrier. While displayed:
* You may not move or explore.
* At the start of a local character's turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier.
* When your location is closed, banish this barrier.
Dungeons Card 6:
Ildervok
CotCT
Story Bane 5
Type: Monster
Traits:
Fiend
Undead
To Defeat:
Combat 30
Immune to Cold, Mental, and Poison.
Before acting, each local character either buries the top card of their deck, discards a random card, or suffers 1d4+1 Cold damage.
If undefeated, bury all Magic boons in your hand, displayed cards, and discards.
Dungeons Card 7:
Commander's Falchion
CotCT
Weapon 6
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Charisma
Melee 15
For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
After playing this weapon, you may not play an Offhand boon this encounter.
Dungeons Card 8:
Hippogriff Fledgling
CotCT
Ally 4
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 11
If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.

Location #4: Repository
Sacred
Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M: 1 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Estra/rhynndavrie, Koriantu (heal)
Repository Card 1 (Brooch of Protection):
Brooch of Protection
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Fortitude 10
Display. While displayed:
* When you suffer Combat or Force damage, reduce it by 1.
* When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
* When this card has 6 markers, bury it.
Repository Card 2:
Brain Mold
CotCT
Barrier 4
Traits:
Obstacle
Plant
To Defeat:
Intelligence
Knowledge 10
OR Wisdom
Survival 7
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
Repository Card 3:
Shocking Sawtooth Saber
CotCT
Weapon 6
Traits:
Electricity
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 16
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8.
If proficient, you may additionally discard to add another 1d8+6.
Repository Card 4:
Thundering Earthbreaker
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
Repository Card 5:
Taniniver
CotCT
Story Bane 6
Type: Monster
Traits:
Dragon
To Defeat:
Constitution
Fortitude 10
THEN Combat 24
Resistant to Acid, Attack, Cold, Electricity, and Fire.
After acting, each local character suffers the scourges Plagued and Wounded.
If undefeated, suffer the scourge Drained.
Repository Card 6:
Banshee
CotCT
Monster 5
Traits:
Banshee
Undead
To Defeat:
Combat 21
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 10 check or suffer the scourge Frightened.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, discard them from the top of your deck.

Repository Card 7:
Bottled Lightning
CotCT
Item 4
Traits:
Alchemical
Attack
Electricity
Liquid
Ranged
To Acquire:
Intelligence
Craft 12
For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
During a local encounter with a non-story bane monster, banish to ignore its before acting powers.

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

Repository Card 8:
Mantle of Faith
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 15
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against a story bane, you may freely discard to add your Divine modifier.
Repository Card 9:
Major Harrowing
CotCT
Spell 5
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 14
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead.
* When this location is closed, banish.

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

Repository Card 10:
Vortex of Madness
CotCT
Barrier 4
Traits:
Curse
Trigger
To Defeat:
Intelligence
Perception 11
OR Wisdom
Divine 13
When examined, encounter this barrier.
If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.

Location #5: Ossuary
Sacred
Urban
At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Zetha/Chthonicthul, Top 3 can be reordered
Ossuary Card 1 (Moon Maiden Armor):
Moon Maiden Armor
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
Ossuary Card 2 (Sadomasochism):
Sadomasochism
CotCT
Spell 6
Traits:
Arcane
Divine
Loot
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 16
Display. While displayed:
* On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added.
* At the end of the turn, banish.

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

Ossuary Card 3 (Demilich):
Demilich
None
Story Bane 4
Type: Monster
Traits:
Undead
Lich
Veteran
To Defeat:
Combat 14+##
THEN Combat 12+##
OR Divine 9+#
None None None

Immune to Mental and Poison. Resistant to Attack.

Before acting, each character must succeed at a Constitution, Wisdom, Divine, or Fortitude 6+# check or suffer the scourge Drained and bury 1d4+1 cards from their hand, deck, and/or discards.

If this monster would be defeated, roll 1d4. On a 1, it is undefeated.

If undefeated, bury your deck or role card.

Ossuary Card 4:
Crematory Blast
CotCT
Barrier 5
Traits:
Fire
Trap
To Defeat:
Intelligence
Perception 10
OR Constitution
Fortitude 12
When you would encounter this barrier, another local character may encounter it instead.
If undefeated, each local character suffers 1d6 Fire damage.
Ossuary Card 5:
Wyvern
CotCT
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
Ossuary Card 6:
Corpse Lotus
CotCT
Monster 5
Traits:
Plant
Veteran
To Defeat:
Combat 22
Immune to Mental and Poison.
Resistant to Acid and Electricity.
If you are at a Wild location, the difficulty to defeat is increased by #.
If undefeated, each local character suffers the scourge Entangled.

Location #8: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 4
Located/Displayed Here: Harsk/Kulko, None
Base Card 1:
Boors
None
Supporter 2
Traits:
Human
Ranger
Display. While displayed:
• You may bury to examine the top card of up to 3 locations.
• [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
Look out there. Give your eyes some time to adjust and look at the horizon.
Base Card 2:
Pathfinder Bodyguard
None
Supporter 0
Traits:
Human
Fighter
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.
Base Card 3:
Jayna Lemore
None
Supporter 3
Traits:
Human
Paladin
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
• [] You may bury to allow a local character to ignore a card’s before or after acting power.
Please, before it’s too late, ride with me and let us save the fortress.
Base Card 4:
Ketrik
None
Supporter 2
Traits:
Human
Fighter
Veteran
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• [] You may bury to draw 3 new armors, then banish 2 of them.
If we move now, we might be able to get to them before their army can get to us.


Turn 16, now is the hour of The Brass Dwarf.
While this is the hour:
The first time you discard cards as damage this turn, recharge 1 of them instead.

Wounded: At the start of your turn, discard the top card of your deck (The Carnival).

Fumbus get signal from old lady that villain is found! Many complicated messages later, Fumbus get gist to go to Ossuary and help Zetha with lich man as others move to corner. Knowing what is ahead, Fumbus push aside Card 1: Moon Maiden Armor auto-fail and follow Flensing Jelly to scroll tube grandma spied!

Achaekek's Claws to bless, discard Whisper of the First Lie to fuel alchemical aid.

BOON CtA Sadomasochism 16 15: 2d8 + 4 + 1d4 + 1d6 ⇒ (2, 5) + 4 + (1) + (3) = 15 Success! The database difficulty is incorrect; it should be 15! Yay!

Ready for mah liches, Fumbus pop flask and offer healy drink to Zetha. Zetha Ambrosia heal: 1d4 + 1 ⇒ (1) + 1 = 2 and remove up to 2 scourges. Not as good as Fumbus hope. Must adjust recipe.

Fumbus, Fumbler attempts to recover all cards in their Recovery pile.
Flensing Jelly: Craft 9: 1d8 + 6 ⇒ (6) + 6 = 12 -> Flensing Jelly recharged.
Ambrosia: Craft 14: 1d8 + 6 ⇒ (5) + 6 = 11 -> Ambrosia discarded.

Fumbus, Fumbler wrote:

Hand: Sadomasochism, Corrosion, Twitch Tonic, Liquid Persuasion, Lab Accident, Elixir of Focus, Galvanic Kopis +2,

Displayed:
Deck: 5 Discard: 11 Buried: 2
Hero Points: 3 // Fumbus, Fumbler has the following scourges marked:
Wounded:
While Marked:
At the start of your turn, discard the top card of your deck.

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


NOTES:
Available Support: Power: 1d4 & Acid, Fire, or Poison to ANY local check
Corrosion: 1 die vs Undead or Construct or barrier
Persuasion: 1d8+6 to local Wis or Cha
Sado: up to 4d4 to Combat (take 1 Mental damage per d4 after fight)

Movement: Move Fumbus with the party if location closes.
Die reroll for 6-6D used? YES
Other: Hi, me Fumbus! You may bot Fumbus if guarding is needed!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Steel Ibis Lamellar, Fuse Grenade, Antiplague, Alkali Flask, Flensing Jelly,
Discard Pile: Deathtrap in a Jar, Irori's Mastery, Potion of Heroism, The Savored Sting, Dragon's Breath, Acidic Bolas, Wyvern Poison, Blackfingers, The Carnival, Whisper of the First Lie, Ambrosia,
Buried Pile: The Publican, Achaekek's Claws,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Disable: Dexterity +0
Ranged: Dexterity +1 (4)
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
Craft: Intelligence +3 (6)
Arcane: Intelligence +1 (4)
Wisdom d4 ☐ +1
Charisma d6 ☐ +1 ☐ +2

Favored Card: Alchemical Item or Attack Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Alchemical
POWERS:
On a local combat check ([X] or a local check to defeat an Obstacle or Trap barrier) ([X] or any local check), you may discard a card ([X] or recharge an Alchemical or Attack card) to add 1d4 and the Acid, Fire, or Poison trait.
During recovery, when you would banish an Alchemical boon or an Arcane Attack spell, you may discard it instead. (☐ Then you may recharge a new Alchemical item whose level is 0.)
[X] On your check that invokes Acid, Fire, or Poison, add 1d6. ([X] if your check invokes more than 1 of those traits, add another 1d6).
☐ At the start of your check, you may draw a card. If you do not play it by the end of the check, recharge it and suffer the scourge Poisoned.
[X] Treat your powers as if the words ""Acid, Fire, or Poison"" were ""Acid, Cold, Electricity, Fire, or Poison.""

UPKEEP:
Ossuary Card 1 BANISHED.
Ossuary Card 2 ACQUIRED.
Zetha healed for 2 and may remove up to 2 scourges.


Deckhandler

Off-turn: Healed by Fumbus - ta!
First card healed: 1d10 ⇒ 10 Landshark
Second card healed: 1d9 ⇒ 6 Bound Lantern Archon

Turn 17: Zetha/Torag's Power

At the start of turn, draw Hordemaster and Cave Bear for character power.

Reset hand, discarding Hordemaster, Cave Bear and one of the Manananggals as free discards.

Zetha wrote:

Hand: Blessing of Abadar, Manananggal (summoned), Ash Giant (summoned), Blessing of the Savored Sting, Cat, Blessing of the Starsong, Monkey, Landshark (summoned),

Displayed: Ahtez,
Deck: 5 Discard: 11 Buried: 2
"Current Location: Ossuary
Hero Points Available/Used: 1/1"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 6-6D?: N"

Skills and Powers:
SKILLS

Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Light Armors
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([X] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)([X] or to add 1d6 to your check to defeat a barrier). ([X] or immediately after evading an encounter, to explore your location)
[X] When you play Ahtez for your combat check, add 1d6 [X] 2d6
[X] When you evade an encounter, you may put it under the top card of your location deck.


Ranger #6

[oocOffturn
Receive the Marriage from Estra[/ooc]

Turn 18:Harsk
The Hour is Calistria's Sting

I think estra should have moved away after me. if its okay for everybody I gift her Good Omen back.

Free explore at base Boors is taken already.
Collect Ketrik
Recharge Ring of Energy Resistance move to Dungeons

End Turn
Reset Hand

Harsk wrote:

Hand: The Savored Sting, The Marriage (Given), Boots of Friendly Terrain, Sable Company Marine, Guardian Bow, Skoan-quah Boneslayer, Deathbane Throwing Axe,

Displayed: Boors (Supp), Ketrik (Supp),
Deck: 2 Discard: 8 Buried: 7
Hero Points: 1
Box Reroll Used: No
NOTES:
Available Support: Harsk can give 1d6 to any combat check

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Bearskin Armor
Recharged: Ring of Energy Resistance,
Discard Pile: Deathbane Light Crossbow +1, Seeking Longbow, Shoanti Barbarian Hide, Sergeant-at-arms, Achaekek's Claws (Loot), Firepelt Cougar, Bearskin Armor (Acq), Our Lord in Iron,
Buried Pile: Wayfinder, Vindicator, Old Deadeye, Plaguebringer's Mask (Loot), Achaekek's Claws, White War Paint, Our Lord in Iron (Acq),

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged: Dexterity +2
Constitution d10 ☐ +1 ☐ +2
Fortitude:Constitution+1
Intelligence d6 ☐ +1
Wisdom d6 ☑ +1 ☑ +2 ☑ +3
Perception : Wisdom +2
Survival : Wisdom +3
Charisma d4 ☐ +1

Upgraded Supporters:
Pathfinder Chronicler, Boors, Ketrik, Jayna Lemore, Moise

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapon
POWERS:
On any combat check, you may recharge a card or reload a weapon to add 1d4 ([x] 1d6).
On your check that invokes the Axe or Bow trait, add 1d6 ([X] 1d8); against a Giant ([] or Aberration or Dragon) monster, add another 1d4 ([]1d8).
At the ([X]start or) end of your turn, you may examine the top card ([]or 2 cards) of your location. ([X ] Then, you may shuffle your location.)
[X]When you defeat a monster, you may remove 1 of your scourges.
[] When a local character fails to defeat a story bane or an Aberration, Dragon, or Giant monster, you may reload it into its location instead of shuffling it ([] or you may avenge by recharging a weapon).

Bury Ketrik and Boors between turns to draw Vindicator and Angelic Armor

On the final Fight:

Activate Undauted Guardian to automatically succeed.

If somebody needs distant support I have Armor to avoid damage

Spoiler:

Combat damage: 1d4 + 1 ⇒ (2) + 1 = 3 Display and draw Angelic Armor to avoi

Reload Vindicator to add 1d8
Recharge Sable Company Marines to add 1d6



Estra's Deckhandler

Oh, good thought, not really going to change anything, so yeah, I just hang out at the base last time to pick up the spell. Which means I would have picked up Pathfinder Bodyguard in case we need a tertiary option on this stupid Demilich, bury to let any character avenge while adding 1d6 to all checks. This turn I do my move and examine mentioned last turn.

Estra, Spiritual Counselor wrote:

Hand: Boneshatter, Quickened Ray, Death's Touch, Good Omen, Falcon Crown, Honaire, Urgathoa's Gluttony,

Displayed: Third Eye, Pathfinder Bodyguard,
Deck: 8 Discard: 8 Buried: 3
Hero Points: 2
Box Reroll Used: Y
NOTES:
Available Support: Quickened Ray - 2d6 to a combat and cold or fire trait

Use Blessings as needed

Movement: Estra will move with the group on location close.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Magistrate, Divine Fortune, Staff of Dark Flame, Aspect of the Monkey, Hypercognition, Divine Blaze, Steal Soul
Recharged: Wand of Restorative Touch,
Discard Pile: Repulsion, Ghost Whip, Nightspear, Dominate, Pious Healer, Psychic Surgery, Zellara's Harrow Deck, Scrying,
Buried Pile: Pharasma's Knowing, Ausio Carowyn, Blessing of the Lady of Graves,

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wisdom +2
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
Diplomacy: Charisma +3

Favored Card: Honaire
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Divine, Light Armor
POWERS:
At the end of your move step, you may examine the top card of your location. (□ If the card has a power that happens when examined, you may instead shuffle a card into your deck to ignore the power.) You may bury (■ or discard) a card to encounter the card; during this encounter, add 1d6 (□ +1) to your Strength, Dexterity, and Constitution checks.
When you succeed at a combat(■ or Charisma) check, you may draw a card (□ or shuffle a random card from your discard pile into your deck).
■ When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, reload it.
■ At the start of your turn, you may exchange an ally (□ or a blessing) in your hand with an ally in your discard pile.
■ Gain the skill Diplomacy: Charisma +3
□ Instead of the first exploration of your turn, each character at your location may shuffle a random ally from his discard pile into his deck.



During This Adventure:

Adventure Path Setup:
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #.

Each character records the supports they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, 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.

Building the Vault: The vault should contain all level 0, 1, 2, 3, 4, 5, and 6cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, 2, and 3 non-Veteran banes and you may remove any Level 0, 1, 2, and 3 non-Veteran, non-blessing boons.

During This Scenario: 6-6D: The Demilich's Domain

Harrow: The Paladin - Suit: Hammers

After you reset and when you close a location, if your maximum hand size exceeds the number of cards in your discards, discard a card from your deck and a card from your hand.

On a distant check, after playing a card, suffer 1d4+1 Combat damage.

Display the story banes Kayltanya and Koriantu at different random locations.
* On your combat check, if Kayltanya is displayed at your location, you may reroll 1 die.
* When you defeat a monster if Koriantu is displayed at your location, you may heal 1 card.
* When a location at which Kayltanya or Koriantu is displayed closes, banish that story bane.

Additional Rules: Danger:

Taniniver:

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

Villain:
Demilich (Yln)

Henchman (Closing):
Ildervok, Taniniver, and

Animated Object - Proxy B:

Story Bane
Type: Monster
Traits: Construct Veteran
To Defeat: Combat 12+## OR Arcane 7+#
A random local character encounters this monster instead. If defeated, roll 1d4, then summon and encounter a boon of the corresponding type: 1. Weapon 3. Armor 2. Spell 4. Item

Active Peril/Harrows

Unhallowed - On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.

Harrow of Hammers - On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.

At the start of the scenario each character suffers the scourges Plagued and Wounded.

Scenario Level (#): 6

Turn: 20, Fumbus/sirrogue

Random Cards:

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

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

Spoiler:
Gargoyle
CotCT
Monster 4
Traits:
Gargoyle
To Defeat:
Combat 21
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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


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

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


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

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

Spoiler:
Moon Maiden Armor
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.

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

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

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

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

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

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

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

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

Spoiler:
Venster Arabasti
CotCT
Ally 6
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 14
OR Banish A Harrow Card 0
Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
If the hour is a Harrow blessing, discard to draw it.

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

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

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

Blessings
Spoiler:
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 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.

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

Spoiler:
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

Spoiler:
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.

Hour Power: No effect.

Current Hour:

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

Hours Remaining: 10

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 1 Zetha/Chthonicthul
Achaekek's Claws
CotCT
Blessing 4
Traits:
Deity: Achaekek
Divine
When this is the hour: Before acting against a story bane monster, draw 1 card then discard 1 card.
To Acquire:
Intelligence
Craft 8
On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.
Hourglass Card 2 Harsk/Kulko:
Spoiler:
Hourglass Card 2 Harsk/Kulko
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 Estra/rhynndavrie:
Spoiler:
Hourglass Card 3 Estra/rhynndavrie
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 4 Fumbus/sirrogue:
Spoiler:
Hourglass Card 4 Fumbus/sirrogue
The Hidden Truth
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
To Acquire:
Intelligence
Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
Hourglass Card 5 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 5 Zetha/Chthonicthul
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 6 Harsk/Kulko:
Spoiler:
Hourglass Card 6 Harsk/Kulko
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 7 Estra/rhynndavrie:
Spoiler:
Hourglass Card 7 Estra/rhynndavrie
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 Fumbus/sirrogue:
Spoiler:
Hourglass Card 8 Fumbus/sirrogue
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 9 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 9 Zetha/Chthonicthul
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Hourglass Card 10 Harsk/Kulko:
Spoiler:
Hourglass Card 10 Harsk/Kulko
The Queen Mother
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.

Location #2: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Harsk/Kulko, None

Dungeons Card 1:
Sczarni Thief
CotCT
Monster 1
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Dungeons Card 2:
Mercenary
Core
Monster 1
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
Dungeons Card 3:
Accursed Priest
Core
Monster 1
Traits:
Cleric
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Dungeons Card 4:
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.
Dungeons Card 5:
Soultrapping Gem
CotCT
Barrier 6
Traits:
Magic
Trap
To Defeat:
None 0
Display this barrier. While displayed:
* You may not move or explore.
* At the start of a local character's turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier.
* When your location is closed, banish this barrier.
Dungeons Card 6:
Ildervok
CotCT
Story Bane 5
Type: Monster
Traits:
Fiend
Undead
To Defeat:
Combat 30
Immune to Cold, Mental, and Poison.
Before acting, each local character either buries the top card of their deck, discards a random card, or suffers 1d4+1 Cold damage.
If undefeated, bury all Magic boons in your hand, displayed cards, and discards.
Dungeons Card 7:
Commander's Falchion
CotCT
Weapon 6
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Charisma
Melee 15
For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
After playing this weapon, you may not play an Offhand boon this encounter.
Dungeons Card 8:
Hippogriff Fledgling
CotCT
Ally 4
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 11
If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.

Location #4: Repository
Sacred
Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M: 1 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Estra/rhynndavrie, Koriantu (heal)
Repository Card 1 (Brooch of Protection):
Brooch of Protection
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Fortitude 10
Display. While displayed:
* When you suffer Combat or Force damage, reduce it by 1.
* When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
* When this card has 6 markers, bury it.
Repository Card 2:
Brain Mold
CotCT
Barrier 4
Traits:
Obstacle
Plant
To Defeat:
Intelligence
Knowledge 10
OR Wisdom
Survival 7
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
Repository Card 3:
Shocking Sawtooth Saber
CotCT
Weapon 6
Traits:
Electricity
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 16
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8.
If proficient, you may additionally discard to add another 1d8+6.
Repository Card 4:
Thundering Earthbreaker
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
Repository Card 5:
Taniniver
CotCT
Story Bane 6
Type: Monster
Traits:
Dragon
To Defeat:
Constitution
Fortitude 10
THEN Combat 24
Resistant to Acid, Attack, Cold, Electricity, and Fire.
After acting, each local character suffers the scourges Plagued and Wounded.
If undefeated, suffer the scourge Drained.
Repository Card 6:
Banshee
CotCT
Monster 5
Traits:
Banshee
Undead
To Defeat:
Combat 21
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 10 check or suffer the scourge Frightened.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, discard them from the top of your deck.

Repository Card 7:
Bottled Lightning
CotCT
Item 4
Traits:
Alchemical
Attack
Electricity
Liquid
Ranged
To Acquire:
Intelligence
Craft 12
For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
During a local encounter with a non-story bane monster, banish to ignore its before acting powers.

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

Repository Card 8:
Mantle of Faith
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 15
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against a story bane, you may freely discard to add your Divine modifier.
Repository Card 9:
Major Harrowing
CotCT
Spell 5
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 14
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead.
* When this location is closed, banish.

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

Repository Card 10:
Vortex of Madness
CotCT
Barrier 4
Traits:
Curse
Trigger
To Defeat:
Intelligence
Perception 11
OR Wisdom
Divine 13
When examined, encounter this barrier.
If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.

Location #5: Ossuary
Sacred
Urban
At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Fumbus/sirrogue, Zetha/Chthonicthul, Top 3 can be reordered
Ossuary Card 1 (Demilich):
Demilich
None
Story Bane 4
Type: Monster
Traits:
Undead
Lich
Veteran
To Defeat:
Combat 14+##
THEN Combat 12+##
OR Divine 9+#
None None None

Immune to Mental and Poison. Resistant to Attack.

Before acting, each character must succeed at a Constitution, Wisdom, Divine, or Fortitude 6+# check or suffer the scourge Drained and bury 1d4+1 cards from their hand, deck, and/or discards.

If this monster would be defeated, roll 1d4. On a 1, it is undefeated.

If undefeated, bury your deck or role card.

Ossuary Card 2:
Crematory Blast
CotCT
Barrier 5
Traits:
Fire
Trap
To Defeat:
Intelligence
Perception 10
OR Constitution
Fortitude 12
When you would encounter this barrier, another local character may encounter it instead.
If undefeated, each local character suffers 1d6 Fire damage.
Ossuary Card 3:
Wyvern
CotCT
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
Ossuary Card 4:
Corpse Lotus
CotCT
Monster 5
Traits:
Plant
Veteran
To Defeat:
Combat 22
Immune to Mental and Poison.
Resistant to Acid and Electricity.
If you are at a Wild location, the difficulty to defeat is increased by #.
If undefeated, each local character suffers the scourge Entangled.

Location #8: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Base Card 1:
Jayna Lemore
None
Supporter 3
Traits:
Human
Paladin
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
• [] You may bury to allow a local character to ignore a card’s before or after acting power.
Please, before it’s too late, ride with me and let us save the fortress.


Estra's Deckhandler

With Good Omen back in hand, Estra decides to lean into what she's best at and focus on a spell to guard.

Good Omen to acquire.

Instrument of Agony-CtA: Divine 10: 1d10 + 6 + 1d6 + 6 ⇒ (4) + 6 + (4) + 6 = 20 Success, guarded.

Some armor in hand and a couple good spells for support if needed, or can standby for avenging.

Demilich-BYA: Divine 12: 1d10 + 6 ⇒ (8) + 6 = 14 Not drained and don't need to bury.

Estra, Spiritual Counselor wrote:

Hand: Boneshatter, Quickened Ray, Death's Touch, Instrument of Agony, Falcon Crown, Honaire, Urgathoa's Gluttony,

Displayed: Third Eye, Pathfinder Bodyguard,
Deck: 8 Discard: 8 Buried: 3
Hero Points: 2
Box Reroll Used: Y
NOTES:
Available Support: Quickened Ray - 2d6 to a combat and cold or fire trait
Instrument of Agony - 1d8+6 on all combat checks for a turn.
Use Blessings as needed

Movement: Estra will move with the group on location close.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Hypercognition, Steal Soul, Magistrate, Staff of Dark Flame, Aspect of the Monkey, Divine Fortune, Divine Blaze
Recharged: Wand of Restorative Touch,
Discard Pile: Repulsion, Ghost Whip, Nightspear, Dominate, Pious Healer, Psychic Surgery, Zellara's Harrow Deck, Scrying,
Buried Pile: Pharasma's Knowing, Ausio Carowyn, Blessing of the Lady of Graves,

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wisdom +2
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
Diplomacy: Charisma +3

Favored Card: Honaire
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Divine, Light Armor
POWERS:
At the end of your move step, you may examine the top card of your location. (□ If the card has a power that happens when examined, you may instead shuffle a card into your deck to ignore the power.) You may bury (■ or discard) a card to encounter the card; during this encounter, add 1d6 (□ +1) to your Strength, Dexterity, and Constitution checks.
When you succeed at a combat(■ or Charisma) check, you may draw a card (□ or shuffle a random card from your discard pile into your deck).
■ When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, reload it.
■ At the start of your turn, you may exchange an ally (□ or a blessing) in your hand with an ally in your discard pile.
■ Gain the skill Diplomacy: Charisma +3
□ Instead of the first exploration of your turn, each character at your location may shuffle a random ally from his discard pile into his deck.



Turn 20, now is the hour of Benefaction.
While this is the hour:
No effect.

Wounded: At the start of your turn, discard the top card of your deck (Steel Ibis Lamellar).

With party all prepped, Fumbus cast Sadomasochism on Ossuary for extra lich hurting! Card 1: Demilich wafting with yuck, but Fumbus chug Elixir of Focus to overcome lich ick.

Demilich BYA Con 12: 1d8 + 1d8 + 6 ⇒ (2) + (1) + 6 = 9 Failure! Nope, too heroic for that. HP!

Demilich REDUX BYA Con 12: 1d8 + 1d8 + 6 ⇒ (3) + (6) + 6 = 15 Success!

Fumbus shake off lich aura and mix up special splody concoction akin to Lab Accident with some Fire and Acid and Electricity for fun! May as well add some alchemy and invoke some blood magic to hurt me to hurt you!

Demilich CtD Combat 30: 1d8 + 4 + 3d8 + 3 + 1d4 + 2d6 + 4d4 ⇒ (3) + 4 + (5, 5, 1) + 3 + (1) + (1, 2) + (4, 3, 3, 1) = 36 Success, pending Zetha's fight! BUT, If this monster would be defeated, roll 1d4. On a 1, it is undefeated.

Did the lich die?:

Is the Demilich defeated?: 1d4 ⇒ 3 Yes! VICTORY!


Deckhandler

Turn 20 continued

First, Constitution 12 for Demilich BYA, banishing Landshark to use Stealth and discarding Blessing of Abadar to Bless: 1d10 + 4 + 3 + 1d4 ⇒ (9) + 4 + 3 + (4) = 20 No BYA shenanigans
Combat 28 to defeat Demilich, using Stealth plus adventure deck number plus 2d6 for Ahtez power, displaying Estra's Instrument of Agony to add d8 plus adventure deck number and the Magic trait: 1d10 + 4 + 3 + 6 + 2d6 + 1d8 + 6 ⇒ (8) + 4 + 3 + 6 + (1, 3) + (8) + 6 = 39 Oh, indeed.


6-6D: The Demilich's Domain

Development:

You manage to destroy the demilich Yln and his taniniver minion, and you think you’ve triggered or disabled all the nefarious traps. The treasure is yours.

But before you can figure out how to get it all out of here, you need to find Trazavai’s phylactery. It takes several hours, but eventually you find a magical glass container filled with swirling mist. With a mix of pleasure and relief, you use a large diamond to smash the relic. As you do, the vapor within rises and expands, then floats toward the entrance.

At last, Trazavai is gone forever. You’ve destroyed the liches and acquired a hoard of treasure vast enough to live a life of luxury for the rest of your days, even after paying off whatever bounty the Red Mantis have on your head. But can your adventurer’s spirit resist the urge to find out what’s inside the mysterious mist?

Reward:

Loot: the item Ring of Splendid Security.

Ring of Splendid Security:

Item 7
Traits: Accessory Loot
To Acquire: Banish A Boon 0
When you suffer non-Combat damage, freely reveal to roll 1d4; on a result other than 1, reduce the damage by 5. On your check against a bane, freely reload to add 7.

Each character may search the vault for a boon and draw it. Adventure Card Society characters may choose a bonus deck upgrade.


6-6E: The Lich's Legacy

Unable to resist the siren call of one more adventure, you step into the mist. To your surprise, you find yourself in the large parlor of an elegant manor, where several people are sitting and drinking tea.

“Oh, hello!” says the elderly lady closest to you. “It’s simply been too long since we’ve seen new faces. Though with all that blood covering you, I do rather think you belong next door.” You must have puzzled looks on your faces, because she continues, “Are you not Trazavai’s latest conquests? We were all killed as part of his quest for immortality, and we’ve been waiting patiently for someone to free us ever since. Others among us are not so civilized.”

At her words, an icy wind swirls through the room, whipping away your surroundings. The scene shifts and you find yourself standing in a field of dead grass with a stone wall reaching up into the misty sky. In front of the wall are hundreds of people dressed in colors as drab as their surroundings. Some of them try to climb the wall, only to fall when they reach the sky. Others pound at the stone with weapons, tools, or their bare fists, and although the wall does not look like much, none of their efforts put even a dent in it. These souls must be unable to reach the River of Souls, but you think you know a ritual to liberate them. As you try to get someone’s attention, another gust of wind comes up, changing the scene yet again.

Jeers assail your ears as you appear on the field of a huge arena where even more souls are scattered throughout the stands. Thirty feet in front of you, two gladiators are locked in battle. One stabs the other through the heart, and the latter falls to the ground. Within seconds, a shimmering haze surrounds her, and she comes to her feet, alive once more.

“New blood!” someone shouts, pointing at you, and the spectators all raise their weapons and head straight for you. You quickly begin the opening steps of the ritual. You’re going to have to figure out how to conduct it with crowds of angry souls swarming you, because while they may be unable to escape their undying state, you’re pretty sure their weapons can kill.


Little set up to do on this one first...

Demiplane DD or Curse: 8d2 ⇒ (2, 1, 2, 1, 1, 1, 1, 2) = 11
Demiplane DD Locations: 5d36 ⇒ (1, 35, 29, 31, 13) = 109 Academy, Trail, Shrine, Storehouse, Farm
Demiplane Curse Locations: 3d24 ⇒ (24, 11, 6) = 41 Throne Room, Dunes, Blood Pool

Display the Perils and Harrows wildcards. Add any number of wildcards from them (minimum 1 from each card).

Which ones do we want?

The Perils
ABLAZE - At the end of your turn, suffer 1d4-2 Fire damage.
CONFUSING - After your reset, shuffle a random card into your deck.
DEADLY - When you suffer damage, it is increased by 1.
HOSTILE - When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.
UNHALLOWED - On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
WEARISOME - Each turn, you may use no more than 1 power that lets you explore.

The Harrows
HARROW OF BOOKS - when a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check to defeat is increased by 1d6.
HARROW OF CROWNS - The difficulty of checks against summoned banes in increased by 4.
HARROW OF HAMMERS - On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
HARROW OF KEYS - When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.
HARROW OF SHIELDS - When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
HARROW OF STARS - After your check that was not blessed, recharge a random card.


During This Adventure:

Adventure Path Setup:
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #.

Each character records the supports they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, 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.

Building the Vault: The vault should contain all level 0, 1, 2, 3, 4, 5, and 6cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, 2, and 3 non-Veteran banes and you may remove any Level 0, 1, 2, and 3 non-Veteran, non-blessing boons.

During This Scenario: 6-6E: The Lich's Legacy

Harrow: The Juggler - Suit: Keys

Setup:

Display the Perils and Harrows wildcards. Add any number of wildcards from them (minimum 1 from each card).

When building the locations, use the Small column, then shuffle in a number of monsters equal to the number of characters, plus a closing henchman Mysterious Relic - Proxy A and a closing henchman Planar Rift - Proxy B.

After building the locations, create a demiplane stack from a number of random locations other than Arena, Base, and Manor equal to 4 more than the number of characters.

When a location is closed and banished, build a random location from the demiplane stack, remove a random wild card, then add a new wildcard from the other displayed wildcard.

On your turn, after a bane is undefeated or after you move, exchange your current location card with a random card in the demiplane stack.

When a bane is defeated and would be banished, recharge it into its location instead.

To win, close a number of locations equal to 4 more than the number of characters.

Additional Rules: Danger:
Each time you encounter the danger, roll 2d6 on the High-Level Story Bane Roster to determine a random bane.
(1d6 = type / 1d6 =specific)
Story Bane Roster List

Villain:
None

Henchman (Closing):

Mysterious Relic - Proxy A:

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

Planar Rift - Proxy B:

Story Bane
Type: Barrier
Traits: Magic Obstacle Veteran
To Defeat: Combat 11+## OR Arcane Divine 6+#
Cannot be evaded. Before acting, a local character summons and encounters the danger. The difficulty to defeat is increased by the number of locations.

Active Peril/Harrows - (minimum 1 from each card)
ABLAZE - At the end of your turn, suffer 1d4-2 Fire damage.
HARROW OF BOOKS - when a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check to defeat is increased by 1d6.

Demiplane - 1d8:

1) Academy
At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: On closing, each local character may heal a spell.

2) Trail
At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
When Closing: Discard either a random card or a card matching your favored card.
When Permanently Closed: No effect.

3) Shrine
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.

4) Storehouse
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.

5) Farm
At This Location: On your check that invokes the Animal or Plant trait, or when you play any number of Animal or Plant cards on a check, add 1d6.
When Closing: Succeed at a Craft, Diplomacy, or Survival 4+# check.
When Permanently Closed: You may draw a new Animal ally.

6) Throne Room
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.

7) Dunes
At This Location: When you encounter a bane and do not defeat it, discard the top blessing of the hourglass.
When Closing: Acquire the top blessing of the hourglass.
When Permanently Closed: No effect.

8) Blood Pool
At This Location: After you discard cards as damage, bury a card from your discards.
When Closing: Bury 2 cards.
When Permanently Closed: Heal a card.

Spoiler:

Scenario Level (#): 6

Turn: 0, Fumbus/sirrogue

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


Spoiler:
Immortal Ichor
CotCT
Monster 6
Traits:
Ooze
To Defeat:
Combat 23
Immune to Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison. Resistant to Cold.
Before acting, each local character suffers Combat damage equal to the number of allies in their hand.
If undefeated, banish a random ally from your discards, then a random local character summons and encounters the story bane Zombie Minions.

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

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

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

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

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

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

Weapons
Spoiler:
Shocking Sawtooth Saber
CotCT
Weapon 6
Traits:
Electricity
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 16
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8.
If proficient, you may additionally discard to add another 1d8+6.

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

Spoiler:
Serithtial
CotCT
Weapon 6
Traits:
2-Handed
Finesse
Loot
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 19
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d12+4; against a story bane, add another 2d6. If proficient, you may remove the 2-Handed trait.
After playing this weapon, if it has the 2-Handed trait, you may not play an Offhand boon this encounter.
When rebuilding, you may treat this weapon as an ally.

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

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

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

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

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


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

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


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

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


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

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


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

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

Spoiler:
Moon Maiden Armor
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.

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

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

Items
Spoiler:
Staff of Greater Necromancy
CotCT
Item 6
Traits:
Arcane
Attack
Divine
Loot
Magic
Staff
To Acquire:
Arcane
Divine 12
For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
If proficient, at the end of your turn, bury to heal 1d4+1 allies.

Spoiler:
Lyre of Storms
CotCT
Item 6
Traits:
Instrument
Magic
To Acquire:
Charisma
Divine 12
On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity.
At the end of any turn, discard this card to let any number of other characters move.

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

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

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

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

Spoiler:
Venster Arabasti
CotCT
Ally 6
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 14
OR Banish A Harrow Card 0
Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
If the hour is a Harrow blessing, discard to draw it.

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

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

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

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

Spoiler:
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.

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

Spoiler:
The 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.

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.

Current Hour:

:
[/b]

Traits:
To Acquire:


Hours Remaining: 30

[b]Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 1 Zetha/Chthonicthul
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Hourglass Card 2 Harsk/Kulko:
Spoiler:
Hourglass Card 2 Harsk/Kulko
The Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
Hourglass Card 3 Estra/rhynndavrie:
Spoiler:
Hourglass Card 3 Estra/rhynndavrie
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 Fumbus/sirrogue:
Spoiler:
Hourglass Card 4 Fumbus/sirrogue
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 5 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 5 Zetha/Chthonicthul
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 6 Harsk/Kulko:
Spoiler:
Hourglass Card 6 Harsk/Kulko
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
Veteran
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
Wisdom
Divine
Perception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Hourglass Card 7 Estra/rhynndavrie:
Spoiler:
Hourglass Card 7 Estra/rhynndavrie
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Hourglass Card 8 Fumbus/sirrogue:
Spoiler:
Hourglass Card 8 Fumbus/sirrogue
The Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Hourglass Card 9 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 9 Zetha/Chthonicthul
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Hourglass Card 10 Harsk/Kulko:
Spoiler:
Hourglass Card 10 Harsk/Kulko
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 Estra/rhynndavrie:
Spoiler:
Hourglass Card 11 Estra/rhynndavrie
The Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Hourglass Card 12 Fumbus/sirrogue:
Spoiler:
Hourglass Card 12 Fumbus/sirrogue
Achaekek's Claws
CotCT
Blessing 4
Traits:
Deity: Achaekek
Divine
When this is the hour: Before acting against a story bane monster, draw 1 card then discard 1 card.
To Acquire:
Intelligence
Craft 8
On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.
Hourglass Card 13 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 13 Zetha/Chthonicthul
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Hourglass Card 14 Harsk/Kulko:
Spoiler:
Hourglass Card 14 Harsk/Kulko
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hourglass Card 15 Estra/rhynndavrie:
Spoiler:
Hourglass Card 15 Estra/rhynndavrie
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 16 Fumbus/sirrogue:
Spoiler:
Hourglass Card 16 Fumbus/sirrogue
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Hourglass Card 17 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 17 Zetha/Chthonicthul
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 18 Harsk/Kulko:
Spoiler:
Hourglass Card 18 Harsk/Kulko
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 19 Estra/rhynndavrie:
Spoiler:
Hourglass Card 19 Estra/rhynndavrie
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 20 Fumbus/sirrogue:
Spoiler:
Hourglass Card 20 Fumbus/sirrogue
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 21 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 21 Zetha/Chthonicthul
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 22 Harsk/Kulko:
Spoiler:
Hourglass Card 22 Harsk/Kulko
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 23 Estra/rhynndavrie:
Spoiler:
Hourglass Card 23 Estra/rhynndavrie
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 24 Fumbus/sirrogue:
Spoiler:
Hourglass Card 24 Fumbus/sirrogue
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 25 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 25 Zetha/Chthonicthul
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 26 Harsk/Kulko:
Spoiler:
Hourglass Card 26 Harsk/Kulko
The Lady of Mysteries
Core
Blessing 3
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless.
On a check against an Undead bane, recharge to bless.
Discard to draw 3 cards, then recharge 3 cards, then you may explore.
Hourglass Card 27 Estra/rhynndavrie:
Spoiler:
Hourglass Card 27 Estra/rhynndavrie
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 28 Fumbus/sirrogue:
Spoiler:
Hourglass Card 28 Fumbus/sirrogue
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Hourglass Card 29 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 29 Zetha/Chthonicthul
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Hourglass Card 30 Harsk/Kulko:
Spoiler:
Hourglass Card 30 Harsk/Kulko
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.

Location #1: Arena
At This Location: On your combat check to defeat, add your Charisma die and the number of ally cards in your hand, and the difficulty is increased by d12.
When Closing: Summon and defeat a new monster.
When Permanently Closed: Draw a new ally.
M: 7 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Location #2: 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: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None


Estra's Deckhandler

Estra will head off to the Manor to start as she could use a little relaxing/shopping first.

Estra, Spiritual Counselor wrote:

Hand: Steal Soul, Hypercognition, Honaire, Magistrate, Darb Tuttle, The All-Seeing Eye,

Displayed: Third Eye,
Deck: 15 Discard: 0 Buried: 0
Hero Points: 3
Box Reroll Used: N
NOTES:
Available Support: Hypercognition - 1 die to Int/Wis/Cha for a turn
Magistrate - 1d8 to local Int/Wis/Dip
Tuttle - 2d12 on local guard/close
Use Blessings as needed

Movement: Estra will move with the group on location close.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Falcon Crown, Psychic Surgery, Divine Fortune, Dominate, Blessing of the Lady of Graves, Ghost Whip, Divine Blaze, The Marriage, Staff of Dark Flame, Pious Healer, Boneshatter, Zellara's Harrow Deck, Nightspear, Urgathoa's Gluttony, Wand of Restorative Touch
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wisdom +2
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
Diplomacy: Charisma +3

Favored Card: Honaire
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Divine, Light Armor
POWERS:
At the end of your move step, you may examine the top card of your location. (□ If the card has a power that happens when examined, you may instead shuffle a card into your deck to ignore the power.) You may bury (■ or discard) a card to encounter the card; during this encounter, add 1d6 (□ +1) to your Strength, Dexterity, and Constitution checks.
When you succeed at a combat(■ or Charisma) check, you may draw a card (□ or shuffle a random card from your discard pile into your deck).
■ When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, reload it.
■ At the start of your turn, you may exchange an ally (□ or a blessing) in your hand with an ally in your discard pile.
■ Gain the skill Diplomacy: Charisma +3
□ Instead of the first exploration of your turn, each character at your location may shuffle a random ally from his discard pile into his deck.



Fumbus not sure it matter where he go, but will follow Estra.

Fumbus, Fumbler wrote:

Hand: Achaekek's Claws, Galvanic Kopis +2, Corrosion, Dragon's Breath, The Carnival, Alkali Flask, Steel Ibis Lamellar,

Displayed:
Deck: 15 Discard: 0 Buried: 0
Hero Points: 3
NOTES:
Available Support: Power: 1d4 & Acid, Fire, or Poison to ANY local check
Corrosion: 1 die vs Undead or Construct or barrier
Achaekek: freely recharge to bless vs. story bane
Carnival: bless and flip 1 die

Movement: Move Fumbus with the party if location closes.
Die reroll for 6-6E used? NO
Other: Hi, me Fumbus! You may bot Fumbus if guarding is needed!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fuse Grenade, Blackfingers, Acidic Bolas, Wyvern Poison, The Savored Sting, Twitch Tonic, Elixir of Energy Resistance, Lab Accident, Potion of Heroism, Elixir of Focus, The Publican, The Savored Sting, Ambrosia, Liquid Persuasion, Flensing Jelly, Deathtrap in a Jar
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Disable: Dexterity +0
Ranged: Dexterity +1 (4)
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
Craft: Intelligence +3 (6)
Arcane: Intelligence +1 (4)
Wisdom d4 ☐ +1
Charisma d6 ☐ +1 ☐ +2

Favored Card: Alchemical Item or Attack Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Alchemical
POWERS:
On a local combat check ([X] or a local check to defeat an Obstacle or Trap barrier) ([X] or any local check), you may discard a card ([X] or recharge an Alchemical or Attack card) to add 1d4 and the Acid, Fire, or Poison trait.
During recovery, when you would banish an Alchemical boon or an Arcane Attack spell, you may discard it instead. (☐ Then you may recharge a new Alchemical item whose level is 0.)
[X] On your check that invokes Acid, Fire, or Poison, add 1d6. ([X] if your check invokes more than 1 of those traits, add another 1d6).
☐ At the start of your check, you may draw a card. If you do not play it by the end of the check, recharge it and suffer the scourge Poisoned.
[X] Treat your powers as if the words ""Acid, Fire, or Poison"" were ""Acid, Cold, Electricity, Fire, or Poison.""


Ranger #6

Arsenal seems a bit easier for Harsk, so he starts there.

Harsk wrote:

Hand: Belt of Physical Might, Boots of Friendly Terrain, Bearskin Armor, Achaekek's Claws (Loot), Wayfinder, Deathbane Throwing Axe, White War Paint,

Displayed:
Deck: 15 Discard: 0 Buried: 0
Hero Points: 2
Box Reroll Used: No
NOTES:
Available Support: Harsk can give 1d6 to any combat check

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Ring of Energy Resistance, Our Lord in Iron, Hippogriff, Aspect of the Monkey, Skoan-quah Boneslayer, Deathbane Light Crossbow +1, Old Deadeye, The Savored Sting, Shoanti Barbarian Hide, Firepelt Cougar, Vindicator, Achaekek's Claws, Sergeant-at-arms, Guardian Bow, Seeking Longbow
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged: Dexterity +2
Constitution d10 ☐ +1 ☐ +2
Fortitude:Constitution+1
Intelligence d6 ☐ +1
Wisdom d6 ☑ +1 ☑ +2 ☑ +3
Perception : Wisdom +2
Survival : Wisdom +3
Charisma d4 ☐ +1

Upgraded Supporters:
Pathfinder Chronicler, Boors, Ketrik, Jayna Lemore, Moise

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapon
POWERS:
On any combat check, you may recharge a card or reload a weapon to add 1d4 ([x] 1d6).
On your check that invokes the Axe or Bow trait, add 1d6 ([X] 1d8); against a Giant ([] or Aberration or Dragon) monster, add another 1d4 ([]1d8).
At the ([X]start or) end of your turn, you may examine the top card ([]or 2 cards) of your location. ([X ] Then, you may shuffle your location.)
[X]When you defeat a monster, you may remove 1 of your scourges.
[] When a local character fails to defeat a story bane or an Aberration, Dragon, or Giant monster, you may reload it into its location instead of shuffling it ([] or you may avenge by recharging a weapon).


Deckhandler

Zetha slips into the Manor behind Estra and the little fellow, hoping to watch their flank.

Zetha wrote:

Hand: Pyromaniac Mage, Blessing of the Master of Masters, Blessing of Abadar, Haste, Eagle Aerie, Blessing of the All-Seeing Eye, Shapechange, Potion of Healing,

Displayed: Ahtez,
Deck: 14 Discard: 0 Buried: 0
"Current Location: Manor
Hero Points Available/Used: 1/1"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 6-6E?: N"

Skills and Powers:
SKILLS

Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Light Armors
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([X] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)([X] or to add 1d6 to your check to defeat a barrier). ([X] or immediately after evading an encounter, to explore your location)
[X] When you play Ahtez for your combat check, add 1d6 [X] 2d6
[X] When you evade an encounter, you may put it under the top card of your location deck.

Will be swapping out Potion of Healing for Ring of Splendid Security if no one else ends up wanting it. But very happy to cede it if someone does!


During This Adventure:

Adventure Path Setup:
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #.

Each character records the supports they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, 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.

Building the Vault: The vault should contain all level 0, 1, 2, 3, 4, 5, and 6cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, 2, and 3 non-Veteran banes and you may remove any Level 0, 1, 2, and 3 non-Veteran, non-blessing boons.

During This Scenario: 6-6E: The Lich's Legacy

Harrow: The Juggler - Suit: Keys

Setup:

Display the Perils and Harrows wildcards. Add any number of wildcards from them (minimum 1 from each card).

When building the locations, use the Small column, then shuffle in a number of monsters equal to the number of characters, plus a closing henchman Mysterious Relic - Proxy A and a closing henchman Planar Rift - Proxy B.

After building the locations, create a demiplane stack from a number of random locations other than Arena, Base, and Manor equal to 4 more than the number of characters.

When a location is closed and banished, build a random location from the demiplane stack, remove a random wild card, then add a new wildcard from the other displayed wildcard.

On your turn, after a bane is undefeated or after you move, exchange your current location card with a random card in the demiplane stack.

When a bane is defeated and would be banished, recharge it into its location instead.

To win, close a number of locations equal to 4 more than the number of characters.

Additional Rules: Danger:
Each time you encounter the danger, roll 2d6 on the High-Level Story Bane Roster to determine a random bane.
(1d6 = type / 1d6 =specific)
Story Bane Roster List

Villain:
None

Henchman (Closing):

Mysterious Relic - Proxy A:

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

Planar Rift - Proxy B:

Story Bane
Type: Barrier
Traits: Magic Obstacle Veteran
To Defeat: Combat 11+## OR Arcane Divine 6+#
Cannot be evaded. Before acting, a local character summons and encounters the danger. The difficulty to defeat is increased by the number of locations.

Active Peril/Harrows - (minimum 1 from each card)
ABLAZE - At the end of your turn, suffer 1d4-2 Fire damage.
HARROW OF BOOKS - when a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check to defeat is increased by 1d6.

Demiplane - 1d8:

1) Academy
At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: On closing, each local character may heal a spell.

2) Trail
At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
When Closing: Discard either a random card or a card matching your favored card.
When Permanently Closed: No effect.

3) Shrine
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.

4) Storehouse
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.

5) Farm
At This Location: On your check that invokes the Animal or Plant trait, or when you play any number of Animal or Plant cards on a check, add 1d6.
When Closing: Succeed at a Craft, Diplomacy, or Survival 4+# check.
When Permanently Closed: You may draw a new Animal ally.

6) Throne Room
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.

7) Dunes
At This Location: When you encounter a bane and do not defeat it, discard the top blessing of the hourglass.
When Closing: Acquire the top blessing of the hourglass.
When Permanently Closed: No effect.

8) Blood Pool
At This Location: After you discard cards as damage, bury a card from your discards.
When Closing: Bury 2 cards.
When Permanently Closed: Heal a card.

Spoiler:

Scenario Level (#): 6

Turn: 1, Zetha/Chthonicthul

[spoiler=Random Cards]
Monsters
[spoiler]Ogre
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.


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

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

Spoiler:
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.

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

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

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

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

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

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

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

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

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

Spoiler:
Shocking Sawtooth Saber
CotCT
Weapon 6
Traits:
Electricity
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 16
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8.
If proficient, you may additionally discard to add another 1d8+6.

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

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


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

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

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


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

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

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


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

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

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

Spoiler:
Moon Maiden Armor
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.

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

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

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

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

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

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

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

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

Spoiler:
Sklar-quah Thundercaller
CotCT
Ally 4
Traits:
Human
Skald
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Barrier 0
Display. While displayed:
* On all Strength and Acrobatics checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Strength and Acrobatics checks, add 3.

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

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

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

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

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

Hour Power: When a character moves on their turn, each other local character may move with them.

Current Hour:

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

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Harsk/Kulko:
Spoiler:
Hourglass Card 1 Harsk/Kulko
The Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
Hourglass Card 2 Estra/rhynndavrie:
Spoiler:
Hourglass Card 2 Estra/rhynndavrie
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 Fumbus/sirrogue:
Spoiler:
Hourglass Card 3 Fumbus/sirrogue
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 4 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 4 Zetha/Chthonicthul
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 5 Harsk/Kulko:
Spoiler:
Hourglass Card 5 Harsk/Kulko
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
Veteran
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
Wisdom
Divine
Perception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Hourglass Card 6 Estra/rhynndavrie:
Spoiler:
Hourglass Card 6 Estra/rhynndavrie
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Hourglass Card 7 Fumbus/sirrogue:
Spoiler:
Hourglass Card 7 Fumbus/sirrogue
The Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Hourglass Card 8 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 8 Zetha/Chthonicthul
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Hourglass Card 9 Harsk/Kulko:
Spoiler:
Hourglass Card 9 Harsk/Kulko
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Hourglass Card 10 Estra/rhynndavrie:
Spoiler:
Hourglass Card 10 Estra/rhynndavrie
The Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Hourglass Card 11 Fumbus/sirrogue:
Spoiler:
Hourglass Card 11 Fumbus/sirrogue
Achaekek's Claws
CotCT
Blessing 4
Traits:
Deity: Achaekek
Divine
When this is the hour: Before acting against a story bane monster, draw 1 card then discard 1 card.
To Acquire:
Intelligence
Craft 8
On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.
Hourglass Card 12 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 12 Zetha/Chthonicthul
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Hourglass Card 13 Harsk/Kulko:
Spoiler:
Hourglass Card 13 Harsk/Kulko
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hourglass Card 14 Estra/rhynndavrie:
Spoiler:
Hourglass Card 14 Estra/rhynndavrie
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 15 Fumbus/sirrogue:
Spoiler:
Hourglass Card 15 Fumbus/sirrogue
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Hourglass Card 16 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 16 Zetha/Chthonicthul
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 17 Harsk/Kulko:
Spoiler:
Hourglass Card 17 Harsk/Kulko
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 Estra/rhynndavrie:
Spoiler:
Hourglass Card 18 Estra/rhynndavrie
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 19 Fumbus/sirrogue:
Spoiler:
Hourglass Card 19 Fumbus/sirrogue
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 20 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 20 Zetha/Chthonicthul
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 21 Harsk/Kulko:
Spoiler:
Hourglass Card 21 Harsk/Kulko
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 22 Estra/rhynndavrie:
Spoiler:
Hourglass Card 22 Estra/rhynndavrie
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 23 Fumbus/sirrogue:
Spoiler:
Hourglass Card 23 Fumbus/sirrogue
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 24 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 24 Zetha/Chthonicthul
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 25 Harsk/Kulko:
Spoiler:
Hourglass Card 25 Harsk/Kulko
The Lady of Mysteries
Core
Blessing 3
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless.
On a check against an Undead bane, recharge to bless.
Discard to draw 3 cards, then recharge 3 cards, then you may explore.
Hourglass Card 26 Estra/rhynndavrie:
Spoiler:
Hourglass Card 26 Estra/rhynndavrie
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 27 Fumbus/sirrogue:
Spoiler:
Hourglass Card 27 Fumbus/sirrogue
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Hourglass Card 28 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 28 Zetha/Chthonicthul
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Hourglass Card 29 Harsk/Kulko:
Spoiler:
Hourglass Card 29 Harsk/Kulko
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.

Location #1: Arena
At This Location: On your combat check to defeat, add your Charisma die and the number of ally cards in your hand, and the difficulty is increased by d12.
When Closing: Summon and defeat a new monster.
When Permanently Closed: Draw a new ally.
M: 7 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Harsk/Kulko, None

Arena Card 1:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Arena Card 2:
Shoanti Barbarian Hide
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
Arena Card 3:
Vindicator
CotCT
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Arena Card 4:
Zellara
CotCT
Ally 5
Traits:
Ghost
Harrow
Medium
Undead
To Acquire:
Wisdom
Divine 12
OR Bury A Harrow
Card 0
Display. While displayed:
* Harrow boons may be recharged instead of discarded.
* You may ignore powers that happen when you examine cards.
* At the end of the turn, bury.
Bury to explore; you may recharge a Harrow boon to reload instead.
Arena Card 5:
Gargoyle
CotCT
Monster 4
Traits:
Gargoyle
To Defeat:
Combat 21
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Arena 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.
Arena Card 7:
Cave Bear
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Arena Card 8:
Toad Demon
CotCT
Monster 6
Traits:
Demon
Outsider
To Defeat:
Combat 28
Immune to Electricity and Poison. Resistant to Acid, Cold, and Fire.
Before acting, if you are at an Aquatic location, each local character suffers 1d4 Force damage.
After acting, if the check to defeat had the Melee trait, succeed at a Constitution or Fortitude 10 check or suffer the scourge Exhausted.
Arena Card 9:
Skeleton
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Arena Card 10:
Red Mantis Initiate
CotCT
Monster 2
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
Arena Card 11:
Hippogriff Rider
CotCT
Monster 4
Traits:
AND
Animal
Human
Ranger
Trigger
To Defeat:
Combat 18
THEN Combat 17
OR Survival 11
None None None

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

Arena Card 12:
Mercenary
Core
Monster 1
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.

Location #2: 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: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Fumbus/sirrogue, Zetha/Chthonicthul, Estra/rhynndavrie, None
Manor Card 1:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Manor Card 2:
Sczarni Thief
CotCT
Monster 1
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Manor Card 3:
Accursed Priest
Core
Monster 1
Traits:
Cleric
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Manor Card 4:
Instrument of Agony
CotCT
Spell 4
Traits:
Divine
Magic
Veteran
To Acquire:
Wisdom
Divine 10
Display next to a character. While displayed:
* On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
* At the end of the turn, banish.

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

Manor Card 5:
Lyrune-quah Moon Maiden
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
Manor Card 6:
Paralytic Pulse
CotCT
Barrier 6
Traits:
Trap
Trigger
To Defeat:
Wisdom 15
OR Disable 13
When examined, move to this barrier's location and encounter it.
After acting, a random local character summons and encounters the danger.
If undefeated, each local character suffers the scourge Exhausted.
Manor Card 7:
Roc
CotCT
Monster 4
Traits:
Animal
To Defeat:
Combat 19
If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.
Manor Card 8:
Darb Tuttle
CotCT
Ally 6
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 15
OR Divine 13
On a local check to close or to guard, recharge to add 2d12.
Discard to explore; if you encounter a barrier or a boon, recharge instead.
Manor Card 9:
Dust of Revealing
CotCT
Item 4
Traits:
Craft
Object
To Acquire:
Intelligence
Arcane
Divine 11
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.
Manor Card 10:
Staff of Greater Healing
CotCT
Item 6
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 14
At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them.
Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters.
Manor Card 11:
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.
Manor Card 12:
Mobogo
CotCT
Monster 6
Traits:
Aberration
To Defeat:
Combat 25
Before acting, 2 local characters summon and encounter the story bane Boggard Champion.
The difficulty to defeat is increased by twice your number of scourge markers.


Deckhandler

Turn 1: Zetha/The Cricket

At start of turn, Zetha draws Ogre and Traitor for character power.

Explore Manor Card #1: Henchman Proxy A2 (Mysterious Relic)
Knowledge 10 to defeat Mysterious Relic, banishing Ogre to use Stealth: 1d10 + 4 + 3 ⇒ (4) + 4 + 3 = 11 Defeated; banished

Charisma 11 to close Manor, discarding Blessing of the Master of Masters to Bless: 1d10 + 3 + 1d10 ⇒ (7) + 3 + (6) = 16 Woot! Closed.
At close of Manor, search deck for Augury and draw it.

When all the enemies begin closing in, Zetha backs toward a wall, hoping to find somewhere to lead Estra and Fuimbus. She unthinkingly places her hand on a candlestick attached to a pedestal extending form the wall, which obligingly turns... and a gate opens. Zetha calls for her companions to follow her, and she rushed through.

I'm a little vague on how this is supposed to play. If I am reading this aright, which is generally doubtful, a new location is created, we choose which one we are going to (that or Arena), and then is wherever Zetha moves changed into a different card from the stack? So, we need to get a new location, decide which we'd rather keep, and then have Zetha go to the other one?
New location: 1d8 ⇒ 2 Trail. Ooh, kind of means we'd all want to be there.

So, which do we keep, if I was reading correctly? Pausing for chat, to decide where to go.

Either way, Zetha's reset hand, after discarding Eagle Aerie as free discard because Manor close power was actually detrimental in that way:

Zetha wrote:

Hand: Pyromaniac Mage, Augury, Blessing of Abadar, Haste, Traitor (summoned), Blessing of the All-Seeing Eye, Shapechange, Ring of Splendid Security (for Potion of Healing),

Displayed: Ahtez,
Deck: 12 Discard: 2 Buried: 0
"Current Location: TBD
Hero Points Available/Used: 1/1"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 6-6E?: N"

Skills and Powers:
SKILLS

Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Light Armors
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([X] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)([X] or to add 1d6 to your check to defeat a barrier). ([X] or immediately after evading an encounter, to explore your location)
[X] When you play Ahtez for your combat check, add 1d6 [X] 2d6
[X] When you evade an encounter, you may put it under the top card of your location deck.


Wildcard Shift on close: 1d2 ⇒ 2 Harrow of Books ends, second Peril is activated...Deadly?, going with that for the update, likely to change shortly.

Trail is built, Zetha moves there and the location changes to:

Demiplane: 1d8 ⇒ 5 Farm

She then casts Augury sending Troll and Sneak to the bottom.

-----------

During This Adventure:

Adventure Path Setup:
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #.

Each character records the supports they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, 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.

Building the Vault: The vault should contain all level 0, 1, 2, 3, 4, 5, and 6cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, 2, and 3 non-Veteran banes and you may remove any Level 0, 1, 2, and 3 non-Veteran, non-blessing boons.

During This Scenario: 6-6E: The Lich's Legacy

Harrow: The Juggler - Suit: Keys

Setup:

Display the Perils and Harrows wildcards. Add any number of wildcards from them (minimum 1 from each card).

When building the locations, use the Small column, then shuffle in a number of monsters equal to the number of characters, plus a closing henchman Mysterious Relic - Proxy A and a closing henchman Planar Rift - Proxy B.

After building the locations, create a demiplane stack from a number of random locations other than Arena, Base, and Manor equal to 4 more than the number of characters.

When a location is closed and banished, build a random location from the demiplane stack, remove a random wild card, then add a new wildcard from the other displayed wildcard.

On your turn, after a bane is undefeated or after you move, exchange your current location card with a random card in the demiplane stack.

When a bane is defeated and would be banished, recharge it into its location instead.

To win, close a number of locations equal to 4 more than the number of characters.

Additional Rules: Danger:
Each time you encounter the danger, roll 2d6 on the High-Level Story Bane Roster to determine a random bane.
(1d6 = type / 1d6 =specific)
Story Bane Roster List

Villain:
None

Henchman (Closing):

Mysterious Relic - Proxy A:

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

Planar Rift - Proxy B:

Story Bane
Type: Barrier
Traits: Magic Obstacle Veteran
To Defeat: Combat 11+## OR Arcane Divine 6+#
Cannot be evaded. Before acting, a local character summons and encounters the danger. The difficulty to defeat is increased by the number of locations.

Active Peril/Harrows
ABLAZE (Peril) - At the end of your turn, suffer 1d4-2 Fire damage.
DEADLY (Peril) - When you suffer damage, it is increased by 1.

Demiplane - 1d8:

1) Academy
At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: On closing, each local character may heal a spell.

2) Trail
At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
When Closing: Discard either a random card or a card matching your favored card.
When Permanently Closed: No effect.

3) Shrine
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.

4) Storehouse
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.

5) Farm
At This Location: On your check that invokes the Animal or Plant trait, or when you play any number of Animal or Plant cards on a check, add 1d6.
When Closing: Succeed at a Craft, Diplomacy, or Survival 4+# check.
When Permanently Closed: You may draw a new Animal ally.

6) Throne Room
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.

7) Dunes
At This Location: When you encounter a bane and do not defeat it, discard the top blessing of the hourglass.
When Closing: Acquire the top blessing of the hourglass.
When Permanently Closed: No effect.

8) Blood Pool
At This Location: After you discard cards as damage, bury a card from your discards.
When Closing: Bury 2 cards.
When Permanently Closed: Heal a card.

Locations Closed: 1

Scenario Level (#): 6

Turn: 2, Harsk/Kulko

Random Cards:

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

Spoiler:
Mobogo
CotCT
Monster 6
Traits:
Aberration
To Defeat:
Combat 25
Before acting, 2 local characters summon and encounter the story bane Boggard Champion.
The difficulty to defeat is increased by twice your number of scourge markers.

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

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

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

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


Barriers
Spoiler:
False Heroes
CotCT
Barrier 6
Traits:
Skirmish
To Defeat:
None 0
Roll 1d4. Each local character summons and encounters the corresponding story bane:
1. Bandit 3. Rescue 2. Cultist 4. Thug For each that is undefeated, bury a random supporter displayed next to any character. Then banish this barrier; it is defeated.

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

Spoiler:
Curse of the Worm
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Knowledge 14
OR Wisdom
Divine 12
If undefeated, display this barrier.
While displayed:
* At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
* When a power would remove 1 of your scourges, you may instead banish this barrier.

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

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

Weapons
Spoiler:
Shocking Sawtooth Saber
CotCT
Weapon 6
Traits:
Electricity
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 16
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8.
If proficient, you may additionally discard to add another 1d8+6.

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

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

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

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

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

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


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

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


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

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

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


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

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

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

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

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

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

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

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

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

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

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


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

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

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

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


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

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

Blessings
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.

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

Spoiler:
The 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.

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

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

Current Hour:

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

Hours Remaining: 28

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Estra/rhynndavrie:
Spoiler:
Hourglass Card 1 Estra/rhynndavrie
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 2 Fumbus/sirrogue:
Spoiler:
Hourglass Card 2 Fumbus/sirrogue
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 3 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 3 Zetha/Chthonicthul
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 4 Harsk/Kulko:
Spoiler:
Hourglass Card 4 Harsk/Kulko
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
Veteran
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
Wisdom
Divine
Perception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Hourglass Card 5 Estra/rhynndavrie:
Spoiler:
Hourglass Card 5 Estra/rhynndavrie
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Hourglass Card 6 Fumbus/sirrogue:
Spoiler:
Hourglass Card 6 Fumbus/sirrogue
The Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Hourglass Card 7 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 7 Zetha/Chthonicthul
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Hourglass Card 8 Harsk/Kulko:
Spoiler:
Hourglass Card 8 Harsk/Kulko
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Hourglass Card 9 Estra/rhynndavrie:
Spoiler:
Hourglass Card 9 Estra/rhynndavrie
The Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Hourglass Card 10 Fumbus/sirrogue:
Spoiler:
Hourglass Card 10 Fumbus/sirrogue
Achaekek's Claws
CotCT
Blessing 4
Traits:
Deity: Achaekek
Divine
When this is the hour: Before acting against a story bane monster, draw 1 card then discard 1 card.
To Acquire:
Intelligence
Craft 8
On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.
Hourglass Card 11 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 11 Zetha/Chthonicthul
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Hourglass Card 12 Harsk/Kulko:
Spoiler:
Hourglass Card 12 Harsk/Kulko
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hourglass Card 13 Estra/rhynndavrie:
Spoiler:
Hourglass Card 13 Estra/rhynndavrie
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 Fumbus/sirrogue:
Spoiler:
Hourglass Card 14 Fumbus/sirrogue
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Hourglass Card 15 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 15 Zetha/Chthonicthul
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 16 Harsk/Kulko:
Spoiler:
Hourglass Card 16 Harsk/Kulko
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 17 Estra/rhynndavrie:
Spoiler:
Hourglass Card 17 Estra/rhynndavrie
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 18 Fumbus/sirrogue:
Spoiler:
Hourglass Card 18 Fumbus/sirrogue
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 19 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 19 Zetha/Chthonicthul
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Hourglass Card 20 Harsk/Kulko:
Spoiler:
Hourglass Card 20 Harsk/Kulko
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 21 Estra/rhynndavrie:
Spoiler:
Hourglass Card 21 Estra/rhynndavrie
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 Fumbus/sirrogue:
Spoiler:
Hourglass Card 22 Fumbus/sirrogue
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 23 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 23 Zetha/Chthonicthul
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 24 Harsk/Kulko:
Spoiler:
Hourglass Card 24 Harsk/Kulko
The Lady of Mysteries
Core
Blessing 3
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless.
On a check against an Undead bane, recharge to bless.
Discard to draw 3 cards, then recharge 3 cards, then you may explore.
Hourglass Card 25 Estra/rhynndavrie:
Spoiler:
Hourglass Card 25 Estra/rhynndavrie
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 26 Fumbus/sirrogue:
Spoiler:
Hourglass Card 26 Fumbus/sirrogue
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Hourglass Card 27 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 27 Zetha/Chthonicthul
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Hourglass Card 28 Harsk/Kulko:
Spoiler:
Hourglass Card 28 Harsk/Kulko
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.

Location #1: Arena
At This Location: On your combat check to defeat, add your Charisma die and the number of ally cards in your hand, and the difficulty is increased by d12.
When Closing: Summon and defeat a new monster.
When Permanently Closed: Draw a new ally.
M: 7 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Harsk/Kulko, None

Arena Card 1:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Arena Card 2:
Shoanti Barbarian Hide
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
Arena Card 3:
Vindicator
CotCT
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Arena Card 4:
Zellara
CotCT
Ally 5
Traits:
Ghost
Harrow
Medium
Undead
To Acquire:
Wisdom
Divine 12
OR Bury A Harrow
Card 0
Display. While displayed:
* Harrow boons may be recharged instead of discarded.
* You may ignore powers that happen when you examine cards.
* At the end of the turn, bury.
Bury to explore; you may recharge a Harrow boon to reload instead.
Arena Card 5:
Gargoyle
CotCT
Monster 4
Traits:
Gargoyle
To Defeat:
Combat 21
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Arena 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.
Arena Card 7:
Cave Bear
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Arena Card 8:
Toad Demon
CotCT
Monster 6
Traits:
Demon
Outsider
To Defeat:
Combat 28
Immune to Electricity and Poison. Resistant to Acid, Cold, and Fire.
Before acting, if you are at an Aquatic location, each local character suffers 1d4 Force damage.
After acting, if the check to defeat had the Melee trait, succeed at a Constitution or Fortitude 10 check or suffer the scourge Exhausted.
Arena Card 9:
Skeleton
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Arena Card 10:
Red Mantis Initiate
CotCT
Monster 2
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
Arena Card 11:
Hippogriff Rider
CotCT
Monster 4
Traits:
AND
Animal
Human
Ranger
Trigger
To Defeat:
Combat 18
THEN Combat 17
OR Survival 11
None None None

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

Arena Card 12:
Mercenary
Core
Monster 1
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.

Location #3: Farm
Urban
Wild
At This Location: On your check that invokes the Animal or Plant trait, or when you play any number of Animal or Plant cards on a check, add 1d6.
When Closing: Succeed at a Craft, Diplomacy, or Survival 4+# check.
When Permanently Closed: You may draw a new Animal ally.
M: 7 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Fumbus/sirrogue, Zetha/Chthonicthul, Estra/rhynndavrie, None
Trail Card 1:
Scabbard of Keen Edges
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 12
On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.
Trail Card 2:
Henchman Proxy B2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Trail Card 3:
Ash Giant Zombie
CotCT
Monster 5
Traits:
Undead
Zombie
To Defeat:
Combat 24
Immune to Cold, Electricity, Force, Mental, and Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Trail Card 4:
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
Trail Card 5:
Gray Maiden Footsoldier
CotCT
Monster 2
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.
Trail Card 6:
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.
Trail Card 7:
Crematory Blast
CotCT
Barrier 5
Traits:
Fire
Trap
To Defeat:
Intelligence
Perception 10
OR Constitution
Fortitude 12
When you would encounter this barrier, another local character may encounter it instead.
If undefeated, each local character suffers 1d6 Fire damage.
Trail Card 8:
Catoblepas
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
Trail Card 9:
Skeletal Minotaur
CotCT
Monster 5
Traits:
Skeleton
Undead
To Defeat:
Combat 23
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
Trail Card 10:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Trail Card 11 (Sneak):
Sneak
CotCT
Monster 0
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Trail Card 12 (Troll):
Troll
Core
Monster 2
Traits:
Troll
Veteran
To Defeat:
Combat 8+##
THEN Combat 10+##
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.


Actually swapping the Harrow of Books for Wearisome instead.

Active Peril/Harrows
ABLAZE (Peril) - At the end of your turn, suffer 1d4-2 Fire damage.
WEARISOME (Peril) - Each turn, you may use no more than 1 power that lets you explore.


Ranger #6

Turn2: Harsk
the HOur is The Inquisitor
When this is the hour: You may not use powers to reroll dice.

Start of Turn
Examine top card
another henchman A
Free explore
Freely recharge Achaeks Claws
Fumbus cast corrosion

CtD Perception 12: 3d6 + 5 ⇒ (6, 2, 5) + 5 = 18 Defeated

Trying to close
Encounter Sczarni Thief

ByA Damage: 1d4 - 1 ⇒ (2) - 1 = 1 Discard Wayfinder
Reveal Deathbane throwing axe
recharge Boots of friendly terrain for character power
Reveal Belt
Recharge Bearskin Armor

Increase check: 1d12 ⇒ 11
CtD Combat 32: 1d6 + 6 + 1d6 + 3 + 1d8 + 1d6 + 1d4 + 1d10 + 1d4 ⇒ (3) + 6 + (5) + 3 + (4) + (6) + (4) + (2) + (2) = 35 Defeated, Location closed

Draw new ally - Wolverine

Build random location
Location jump at 5: 1d7 ⇒ 4 Storehouse nice at least thats not a lot of monsters
Wildcards erased: 1d2 ⇒ 1 Ablaze discarded, rejoining the books.

moving to storehouse - rerolling it
Location jump at 4,5: 1d6 ⇒ 1 Its an Academy


Display White War paint
End of Turn
reset Hand

Harsk wrote:

Hand: Belt of Physical Might, Achaekek's Claws, Hippogriff, Shoanti Barbarian Hide, Seeking Longbow, Deathbane Throwing Axe, Wolverine (Acq),

Displayed: White War Paint,
Deck: 14 Discard: 1 Buried: 0
Hero Points: 2
Box Reroll Used: No
NOTES:
Available Support: Harsk can give 1d6 to any combat check

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Skoan-quah Boneslayer, Guardian Bow, Aspect of the Monkey, Vindicator, Sergeant-at-arms, The Savored Sting, Deathbane Light Crossbow +1, Ring of Energy Resistance, Old Deadeye, Firepelt Cougar, Our Lord in Iron
Recharged: Achaekek's Claws (Loot), Boots of Friendly Terrain, Bearskin Armor,
Discard Pile: Wayfinder,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged: Dexterity +2
Constitution d10 ☐ +1 ☐ +2
Fortitude:Constitution+1
Intelligence d6 ☐ +1
Wisdom d6 ☑ +1 ☑ +2 ☑ +3
Perception : Wisdom +2
Survival : Wisdom +3
Charisma d4 ☐ +1

Upgraded Supporters:
Pathfinder Chronicler, Boors, Ketrik, Jayna Lemore, Moise

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapon
POWERS:
On any combat check, you may recharge a card or reload a weapon to add 1d4 ([x] 1d6).
On your check that invokes the Axe or Bow trait, add 1d6 ([X] 1d8); against a Giant ([] or Aberration or Dragon) monster, add another 1d4 ([]1d8).
At the ([X]start or) end of your turn, you may examine the top card ([]or 2 cards) of your location. ([X ] Then, you may shuffle your location.)
[X]When you defeat a monster, you may remove 1 of your scourges.
[] When a local character fails to defeat a story bane or an Aberration, Dragon, or Giant monster, you may reload it into its location instead of shuffling it ([] or you may avenge by recharging a weapon).

Upkeep
Arena #1 Banished
Arena Closed
Storehouse build
Changed into Academy
Acquired Wolverine Ally
excahnge Ablaze for Harrow of Books


Deckhandler

Backtracking a tad: the end of Turn 1

End of turn damage from Ablaze and Deadly: 1d4 - 2 + 1 ⇒ (1) - 2 + 1 = 0 Oh, nice.

Arcane 8 to recharge Augury: 1d10 + 3 + 2 ⇒ (5) + 3 + 2 = 10 Recharged

Zetha wrote:

Hand: Pyromaniac Mage, Eagle Aerie, Blessing of Abadar, Haste, Traitor (summoned), Blessing of the All-Seeing Eye, Shapechange, Ring of Splendid Security (for Potion of Healing),

Displayed: Ahtez,
Deck: 13 Discard: 1 Buried: 0
"Current Location: Academy
Hero Points Available/Used: 1/1"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 6-6E?: N"

Skills and Powers:
SKILLS

Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Light Armors
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([X] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)([X] or to add 1d6 to your check to defeat a barrier). ([X] or immediately after evading an encounter, to explore your location)
[X] When you play Ahtez for your combat check, add 1d6 [X] 2d6
[X] When you evade an encounter, you may put it under the top card of your location deck.


During This Adventure:

Adventure Path Setup:
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #.

Each character records the supports they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, 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.

Building the Vault: The vault should contain all level 0, 1, 2, 3, 4, 5, and 6cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, 2, and 3 non-Veteran banes and you may remove any Level 0, 1, 2, and 3 non-Veteran, non-blessing boons.

During This Scenario: 6-6E: The Lich's Legacy

Harrow: The Juggler - Suit: Keys

Setup:

Display the Perils and Harrows wildcards. Add any number of wildcards from them (minimum 1 from each card).

When building the locations, use the Small column, then shuffle in a number of monsters equal to the number of characters, plus a closing henchman Mysterious Relic - Proxy A and a closing henchman Planar Rift - Proxy B.

After building the locations, create a demiplane stack from a number of random locations other than Arena, Base, and Manor equal to 4 more than the number of characters.

When a location is closed and banished, build a random location from the demiplane stack, remove a random wild card, then add a new wildcard from the other displayed wildcard.

On your turn, after a bane is undefeated or after you move, exchange your current location card with a random card in the demiplane stack.

When a bane is defeated and would be banished, recharge it into its location instead.

To win, close a number of locations equal to 4 more than the number of characters.

Additional Rules: Danger:
Each time you encounter the danger, roll 2d6 on the High-Level Story Bane Roster to determine a random bane.
(1d6 = type / 1d6 =specific)
Story Bane Roster List

Villain:
None

Henchman (Closing):

Mysterious Relic - Proxy A:

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

Planar Rift - Proxy B:

Story Bane
Type: Barrier
Traits: Magic Obstacle Veteran
To Defeat: Combat 11+## OR Arcane Divine 6+#
Cannot be evaded. Before acting, a local character summons and encounters the danger. The difficulty to defeat is increased by the number of locations.

Active Peril / Harrows
1) Harrow of Books (Harrow) - when a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check to defeat is increased by 1d6.
2) WEARISOME (Peril) - Each turn, you may use no more than 1 power that lets you explore.

Demiplane - 1d8:

1) Academy
At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: On closing, each local character may heal a spell.

2) Trail
At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
When Closing: Discard either a random card or a card matching your favored card.
When Permanently Closed: No effect.

3) Shrine
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.

4) Storehouse
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.

5) Farm
At This Location: On your check that invokes the Animal or Plant trait, or when you play any number of Animal or Plant cards on a check, add 1d6.
When Closing: Succeed at a Craft, Diplomacy, or Survival 4+# check.
When Permanently Closed: You may draw a new Animal ally.

6) Throne Room
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.

7) Dunes
At This Location: When you encounter a bane and do not defeat it, discard the top blessing of the hourglass.
When Closing: Acquire the top blessing of the hourglass.
When Permanently Closed: No effect.

8) Blood Pool
At This Location: After you discard cards as damage, bury a card from your discards.
When Closing: Bury 2 cards.
When Permanently Closed: Heal a card.

Locations Closed: 2

Scenario Level (#): 6

Turn: 3, Estra/rhynndavrie

Random Cards:

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

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

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

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

Spoiler:
Ember Ghoul
CotCT
Monster 5
Traits:
Ghoul
Undead
To Defeat:
Combat 20
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.

Barriers
Spoiler:
Curse of the Worm
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Knowledge 14
OR Wisdom
Divine 12
If undefeated, display this barrier.
While displayed:
* At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
* When a power would remove 1 of your scourges, you may instead banish this barrier.

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

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

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

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

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

Spoiler:
Shocking Sawtooth Saber
CotCT
Weapon 6
Traits:
Electricity
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 16
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8.
If proficient, you may additionally discard to add another 1d8+6.

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

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

Spoiler:
Guardian Bow
CotCT
Weapon 6
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 15
For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge.
After playing this weapon, you may not play an Offhand boon this encounter.

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

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


Spoiler:
Meteor Swarm
CotCT
Spell 6
Traits:
Arcane
Attack
Bludgeoning
Magic
To Acquire:
Intelligence
Arcane 15
For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll.

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


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

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


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

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

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


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

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

Spoiler:
Moon Maiden Armor
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.

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

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

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

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

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


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

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

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


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

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

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

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

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

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

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

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

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

Hour Power: No effect.

Current Hour:

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

Hours Remaining: 27

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Fumbus/sirrogue:
Spoiler:
Hourglass Card 1 Fumbus/sirrogue
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 2 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 2 Zetha/Chthonicthul
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 3 Harsk/Kulko:
Spoiler:
Hourglass Card 3 Harsk/Kulko
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
Veteran
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
Wisdom
Divine
Perception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Hourglass Card 4 Estra/rhynndavrie:
Spoiler:
Hourglass Card 4 Estra/rhynndavrie
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Hourglass Card 5 Fumbus/sirrogue:
Spoiler:
Hourglass Card 5 Fumbus/sirrogue
The Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Hourglass Card 6 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 6 Zetha/Chthonicthul
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Hourglass Card 7 Harsk/Kulko:
Spoiler:
Hourglass Card 7 Harsk/Kulko
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Hourglass Card 8 Estra/rhynndavrie:
Spoiler:
Hourglass Card 8 Estra/rhynndavrie
The Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Hourglass Card 9 Fumbus/sirrogue:
Spoiler:
Hourglass Card 9 Fumbus/sirrogue
Achaekek's Claws
CotCT
Blessing 4
Traits:
Deity: Achaekek
Divine
When this is the hour: Before acting against a story bane monster, draw 1 card then discard 1 card.
To Acquire:
Intelligence
Craft 8
On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.
Hourglass Card 10 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 10 Zetha/Chthonicthul
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Hourglass Card 11 Harsk/Kulko:
Spoiler:
Hourglass Card 11 Harsk/Kulko
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hourglass Card 12 Estra/rhynndavrie:
Spoiler:
Hourglass Card 12 Estra/rhynndavrie
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 Fumbus/sirrogue:
Spoiler:
Hourglass Card 13 Fumbus/sirrogue
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Hourglass Card 14 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 14 Zetha/Chthonicthul
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 15 Harsk/Kulko:
Spoiler:
Hourglass Card 15 Harsk/Kulko
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 16 Estra/rhynndavrie:
Spoiler:
Hourglass Card 16 Estra/rhynndavrie
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 Fumbus/sirrogue:
Spoiler:
Hourglass Card 17 Fumbus/sirrogue
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 18 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 18 Zetha/Chthonicthul
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 19 Harsk/Kulko:
Spoiler:
Hourglass Card 19 Harsk/Kulko
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 20 Estra/rhynndavrie:
Spoiler:
Hourglass Card 20 Estra/rhynndavrie
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 21 Fumbus/sirrogue:
Spoiler:
Hourglass Card 21 Fumbus/sirrogue
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 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 22 Zetha/Chthonicthul
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 23 Harsk/Kulko:
Spoiler:
Hourglass Card 23 Harsk/Kulko
The Lady of Mysteries
Core
Blessing 3
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless.
On a check against an Undead bane, recharge to bless.
Discard to draw 3 cards, then recharge 3 cards, then you may explore.
Hourglass Card 24 Estra/rhynndavrie:
Spoiler:
Hourglass Card 24 Estra/rhynndavrie
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 25 Fumbus/sirrogue:
Spoiler:
Hourglass Card 25 Fumbus/sirrogue
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Hourglass Card 26 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 26 Zetha/Chthonicthul
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Hourglass Card 27 Harsk/Kulko:
Spoiler:
Hourglass Card 27 Harsk/Kulko
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.

Location #3: Farm
Urban
Wild
At This Location: On your check that invokes the Animal or Plant trait, or when you play any number of Animal or Plant cards on a check, add 1d6.
When Closing: Succeed at a Craft, Diplomacy, or Survival 4+# check.
When Permanently Closed: You may draw a new Animal ally.
M: 7 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Fumbus/sirrogue, Zetha/Chthonicthul, Estra/rhynndavrie,

Trail Card 1:
Scabbard of Keen Edges
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 12
On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.
Trail Card 2:
Henchman Proxy B2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Trail Card 3:
Ash Giant Zombie
CotCT
Monster 5
Traits:
Undead
Zombie
To Defeat:
Combat 24
Immune to Cold, Electricity, Force, Mental, and Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Trail Card 4:
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
Trail Card 5:
Gray Maiden Footsoldier
CotCT
Monster 2
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.
Trail Card 6:
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.
Trail Card 7:
Crematory Blast
CotCT
Barrier 5
Traits:
Fire
Trap
To Defeat:
Intelligence
Perception 10
OR Constitution
Fortitude 12
When you would encounter this barrier, another local character may encounter it instead.
If undefeated, each local character suffers 1d6 Fire damage.
Trail Card 8:
Catoblepas
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
Trail Card 9:
Skeletal Minotaur
CotCT
Monster 5
Traits:
Skeleton
Undead
To Defeat:
Combat 23
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
Trail Card 10:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Trail Card 11 (Sneak):
Sneak
CotCT
Monster 0
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Trail Card 12 (Troll):
Troll
Core
Monster 2
Traits:
Troll
Veteran
To Defeat:
Combat 8+##
THEN Combat 10+##
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.

Location #4: Academy
Urban
At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: On closing, each local character may heal a spell.
M: 5 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Harsk/Kulko, None
Academy Card 1:
The Lost Harrows
CotCT
Item 6
Traits:
Gambling
Harrow
Magic
Tool
To Acquire:
Intelligence
Knowledge 12
Display and choose any skill. While displayed:
* Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
* When you fail a check using that skill, bury this card.
Academy Card 2:
Henchman Proxy B1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Academy Card 3:
Cytillipede
CotCT
Monster 4
Traits:
Vermin
To Defeat:
Combat 16
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.
Academy Card 4:
Shining Child
CotCT
Monster 5
Traits:
Fire
Outsider
To Defeat:
Combat 20
Immune to Fire and Poison. All damage is Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Academy Card 5:
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.
Academy Card 6:
Landshark
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
Academy Card 7:
Stone-shard Breastplate
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
Academy Card 8:
Fury's Trident
CotCT
Weapon 6
Traits:
Fire
Magic
Melee
Ranged
Spear
To Acquire:
Strength
Melee
Ranged
Survival 16
For your combat check, reveal to use Strength, Melee, Ranged, or Survival + 2d8; you may remove 1d8 and the Fire trait. If proficient, you may discard a card to add another 1d8.
On a local combat check, freely discard to add 1d8 and the Fire trait.
You may use this power even if you have previously revealed this card on this check.
Academy Card 9:
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.
Academy Card 10:
Ring of Immolation
CotCT
Item 5
Traits:
Accessory
Fire
Magic
Veteran
To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9
When you suffer Cold damage, freely reveal to reduce it by 4.
On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.
Academy Card 11:
Dispelling Mist
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Dexterity
Disable 12
OR Arcane
Divine 15
If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
* At the start and end of your turn, recharge a random Magic boon.
* When this location is closed, banish this barrier.
Academy Card 12:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.


Estra's Deckhandler

Turn 3, Prayer
Hour Power: No Effect

Estra strides forward, her mind's eye open to see what might be in this strange place. It quickly spots a scabbard, but it hold no interest for her.

Encounter and fail to acquire. Banished. Free explore - Planar Rift.

No sooner does she bypass the scabbard than a Planer Rift opens and something steps through.

A local character encounters the danger...pausing for that since I'm not really equipped to fight.


Fumbus step in to rescue old lady from danger!

Type: 1d6 ⇒ 3 Monstrosity!

Monster: 1d6 ⇒ 6 Akaruzug!

Akaruzug:

Story Bane
Type: Monster
Traits: Construct
To Defeat: Combat 27
Immune to Mental and Poison. Vulnerable to Bludgeoning. Before acting, each local character suffers the scourge Drained. If defeated, rally a supporter of level 5 or below.

Fumbus feel suddenly weaker! :( Call on Achaekek for aid, recharge Dragon's Breath for fire, reveal and recharge Kopis to counter Drained.

Akaruzug CtD Combat 27: 2d10 + 4 - 2 + 1d4 + 2 - 1 + 1d4 - 1 + 2d6 - 2 + 12 ⇒ (3, 4) + 4 - 2 + (2) + 2 - 1 + (2) - 1 + (4, 3) - 2 + 12 = 30 Success! Plus Fumbus gets to rally a supporter or something?

At end of turn, bury Corrosion to remove Drained.


Estra's Deckhandler

Estra also feels a bit weaker as Akaruzug pulls vitality out of everyone in the room. To potentially offset that she quickly grabs some of it's departing essence after Fumbus dispatches it.

Display Steal Soul.

With that threat addressed, Estra takes a moment to activate her Hypercognition to study how this portal is drawing its energy.

Display Hypercognition

Planar Rift-CtD: Divine 13: 2d10 + 6 + 1d4 - 3 ⇒ (3, 8) + 6 + (4) - 3 = 18 Defeated.

With her senses keyed up, she's able to spot the linkage and counteract it with her own divine spell.

With the rift closing, Estra is a bit concerned about the immediate vicinity and convinces everyone it might be a good time to head to somewhere else...

Farm-CtC: Diplomacy 10: 2d10 + 6 + 1d4 - 3 ⇒ (2, 7) + 6 + (4) - 3 = 16 Closed, Estra draws card for successful diplomacy - Staff of Darkflame, and is rewarded Firepelt Cougar on close.

As she's backing away she's a bit surprised when a Firepelt Cougar jumps from the rift and starts pacing at her side. Fortunately it seems friendly enough so Estra is willing to let it be at the moment.

wildcard shift for close: 1d2 ⇒ 2 Wearisome drops off Harrow of Hammars turns on.

Demiplane to build: 1d6 + 1 ⇒ (3) + 1 = 4 Building a Storehouse

Estra sees a store house open up before her and she heads in that directions.

Storehouse shifts: 1d6 + 1 ⇒ (6) + 1 = 7 Dunes

Apparently it's a mirage though as she soon finds herself struggling through sand dunes.

Estra, Spiritual Counselor ends her turn.

End of turn, bury All-Seeing Eye to remove drained.

Estra, Spiritual Counselor attempts to recover all cards in her Recovery pile.
Hypercognition: Perception 11: 1d10 + 6 + 1d4 ⇒ (5) + 6 + (2) = 13 -> Hypercognition recharged.

Estra, Spiritual Counselor resets her hand.

Estra, Spiritual Counselor wrote:

Hand: Staff of Dark Flame, Dominate, Firepelt Cougar, Honaire, Magistrate, Darb Tuttle, The Marriage,

Displayed: Third Eye, Steal Soul,
Deck: 13 Discard: 0 Buried: 1
Hero Points: 3
Box Reroll Used: N
NOTES:
Available Support: Firepelt - 1d6 to local combat
Magistrate - 1d8 to local Int/Wis/Dip
Tuttle - 2d12 on local guard/close
Use Blessings as needed

Movement: Estra will move with the group on location close.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Falcon Crown, Ghost Whip, Urgathoa's Gluttony, Wand of Restorative Touch, Blessing of the Lady of Graves, Zellara's Harrow Deck, Divine Fortune, Psychic Surgery, Boneshatter, Pious Healer, Divine Blaze, Nightspear
Recharged: Hypercognition,
Discard Pile:
Buried Pile: The All-Seeing Eye,

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wisdom +2
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
Diplomacy: Charisma +3

Favored Card: Honaire
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Divine, Light Armor
POWERS:
At the end of your move step, you may examine the top card of your location. (□ If the card has a power that happens when examined, you may instead shuffle a card into your deck to ignore the power.) You may bury (■ or discard) a card to encounter the card; during this encounter, add 1d6 (□ +1) to your Strength, Dexterity, and Constitution checks.
When you succeed at a combat(■ or Charisma) check, you may draw a card (□ or shuffle a random card from your discard pile into your deck).
■ When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, reload it.
■ At the start of your turn, you may exchange an ally (□ or a blessing) in your hand with an ally in your discard pile.
■ Gain the skill Diplomacy: Charisma +3
□ Instead of the first exploration of your turn, each character at your location may shuffle a random ally from his discard pile into his deck.



During This Adventure:

Adventure Path Setup:
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #.

Each character records the supports they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, 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.

Building the Vault: The vault should contain all level 0, 1, 2, 3, 4, 5, and 6cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, 2, and 3 non-Veteran banes and you may remove any Level 0, 1, 2, and 3 non-Veteran, non-blessing boons.

During This Scenario: 6-6E: The Lich's Legacy

Harrow: The Juggler - Suit: Keys

Setup:

Display the Perils and Harrows wildcards. Add any number of wildcards from them (minimum 1 from each card).

When building the locations, use the Small column, then shuffle in a number of monsters equal to the number of characters, plus a closing henchman Mysterious Relic - Proxy A and a closing henchman Planar Rift - Proxy B.

After building the locations, create a demiplane stack from a number of random locations other than Arena, Base, and Manor equal to 4 more than the number of characters.

When a location is closed and banished, build a random location from the demiplane stack, remove a random wild card, then add a new wildcard from the other displayed wildcard.

On your turn, after a bane is undefeated or after you move, exchange your current location card with a random card in the demiplane stack.

When a bane is defeated and would be banished, recharge it into its location instead.

To win, close a number of locations equal to 4 more than the number of characters.

Additional Rules: Danger:
Each time you encounter the danger, roll 2d6 on the High-Level Story Bane Roster to determine a random bane.
(1d6 = type / 1d6 =specific)
Story Bane Roster List

Villain:
None

Henchman (Closing):

Mysterious Relic - Proxy A:

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

Planar Rift - Proxy B:

Story Bane
Type: Barrier
Traits: Magic Obstacle Veteran
To Defeat: Combat 11+## OR Arcane Divine 6+#
Cannot be evaded. Before acting, a local character summons and encounters the danger. The difficulty to defeat is increased by the number of locations.

Active Peril / Harrows
1) Harrow of Books (Harrow) - when a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check to defeat is increased by 1d6.
2) HARROW OF HAMMERS (Harrow) - On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.

Demiplane - 1d8:

1) Academy
At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: On closing, each local character may heal a spell.

2) Trail
At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
When Closing: Discard either a random card or a card matching your favored card.
When Permanently Closed: No effect.

3) Shrine
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.

4) Storehouse
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.

5) Throne Room
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.

6) Dunes
At This Location: When you encounter a bane and do not defeat it, discard the top blessing of the hourglass.
When Closing: Acquire the top blessing of the hourglass.
When Permanently Closed: No effect.

7) Blood Pool
At This Location: After you discard cards as damage, bury a card from your discards.
When Closing: Bury 2 cards.
When Permanently Closed: Heal a card.

Locations Closed: 3

Scenario Level (#): 6

Turn: 4, Fumbus/sirrogue

Random Cards:

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

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

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

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

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

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:
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:
Curse of the Worm
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Knowledge 14
OR Wisdom
Divine 12
If undefeated, display this barrier.
While displayed:
* At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
* When a power would remove 1 of your scourges, you may instead banish this barrier.

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

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

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

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

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

Spoiler:
Guardian Bow
CotCT
Weapon 6
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 15
For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge.
After playing this weapon, you may not play an Offhand boon this encounter.

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

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

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


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

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


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

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


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

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


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

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

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

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

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

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

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


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

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


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

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

Spoiler:
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.

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

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

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

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

Spoiler:
Venster Arabasti
CotCT
Ally 6
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 14
OR Banish A Harrow Card 0
Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
If the hour is a Harrow blessing, discard to draw it.

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

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

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

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

Hour Power: On your check, you may banish a random blessing from your discards to bless.

Current Hour:

Rovagug's Destruction:
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.

Hours Remaining: 26

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 1 Zetha/Chthonicthul
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 2 Harsk/Kulko:
Spoiler:
Hourglass Card 2 Harsk/Kulko
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
Veteran
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
Wisdom
Divine
Perception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Hourglass Card 3 Estra/rhynndavrie:
Spoiler:
Hourglass Card 3 Estra/rhynndavrie
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Hourglass Card 4 Fumbus/sirrogue:
Spoiler:
Hourglass Card 4 Fumbus/sirrogue
The Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Hourglass Card 5 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 5 Zetha/Chthonicthul
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Hourglass Card 6 Harsk/Kulko:
Spoiler:
Hourglass Card 6 Harsk/Kulko
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 Estra/rhynndavrie:
Spoiler:
Hourglass Card 7 Estra/rhynndavrie
The Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Hourglass Card 8 Fumbus/sirrogue:
Spoiler:
Hourglass Card 8 Fumbus/sirrogue
Achaekek's Claws
CotCT
Blessing 4
Traits:
Deity: Achaekek
Divine
When this is the hour: Before acting against a story bane monster, draw 1 card then discard 1 card.
To Acquire:
Intelligence
Craft 8
On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.
Hourglass Card 9 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 9 Zetha/Chthonicthul
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Hourglass Card 10 Harsk/Kulko:
Spoiler:
Hourglass Card 10 Harsk/Kulko
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hourglass Card 11 Estra/rhynndavrie:
Spoiler:
Hourglass Card 11 Estra/rhynndavrie
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 12 Fumbus/sirrogue:
Spoiler:
Hourglass Card 12 Fumbus/sirrogue
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Hourglass Card 13 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 13 Zetha/Chthonicthul
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 14 Harsk/Kulko:
Spoiler:
Hourglass Card 14 Harsk/Kulko
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 15 Estra/rhynndavrie:
Spoiler:
Hourglass Card 15 Estra/rhynndavrie
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 16 Fumbus/sirrogue:
Spoiler:
Hourglass Card 16 Fumbus/sirrogue
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 17 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 17 Zetha/Chthonicthul
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 18 Harsk/Kulko:
Spoiler:
Hourglass Card 18 Harsk/Kulko
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 19 Estra/rhynndavrie:
Spoiler:
Hourglass Card 19 Estra/rhynndavrie
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 Fumbus/sirrogue:
Spoiler:
Hourglass Card 20 Fumbus/sirrogue
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 21 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 21 Zetha/Chthonicthul
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 22 Harsk/Kulko:
Spoiler:
Hourglass Card 22 Harsk/Kulko
The Lady of Mysteries
Core
Blessing 3
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless.
On a check against an Undead bane, recharge to bless.
Discard to draw 3 cards, then recharge 3 cards, then you may explore.
Hourglass Card 23 Estra/rhynndavrie:
Spoiler:
Hourglass Card 23 Estra/rhynndavrie
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 24 Fumbus/sirrogue:
Spoiler:
Hourglass Card 24 Fumbus/sirrogue
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Hourglass Card 25 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 25 Zetha/Chthonicthul
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Hourglass Card 26 Harsk/Kulko:
Spoiler:
Hourglass Card 26 Harsk/Kulko
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.

Location #4: Academy
Urban
At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: On closing, each local character may heal a spell.
M: 5 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Harsk/Kulko, None

Academy Card 1:
The Lost Harrows
CotCT
Item 6
Traits:
Gambling
Harrow
Magic
Tool
To Acquire:
Intelligence
Knowledge 12
Display and choose any skill. While displayed:
* Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
* When you fail a check using that skill, bury this card.
Academy Card 2:
Henchman Proxy B1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Academy Card 3:
Cytillipede
CotCT
Monster 4
Traits:
Vermin
To Defeat:
Combat 16
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.
Academy Card 4:
Shining Child
CotCT
Monster 5
Traits:
Fire
Outsider
To Defeat:
Combat 20
Immune to Fire and Poison. All damage is Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Academy Card 5:
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.
Academy Card 6:
Landshark
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
Academy Card 7:
Stone-shard Breastplate
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
Academy Card 8:
Fury's Trident
CotCT
Weapon 6
Traits:
Fire
Magic
Melee
Ranged
Spear
To Acquire:
Strength
Melee
Ranged
Survival 16
For your combat check, reveal to use Strength, Melee, Ranged, or Survival + 2d8; you may remove 1d8 and the Fire trait. If proficient, you may discard a card to add another 1d8.
On a local combat check, freely discard to add 1d8 and the Fire trait.
You may use this power even if you have previously revealed this card on this check.
Academy Card 9:
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.
Academy Card 10:
Ring of Immolation
CotCT
Item 5
Traits:
Accessory
Fire
Magic
Veteran
To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9
When you suffer Cold damage, freely reveal to reduce it by 4.
On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.
Academy Card 11:
Dispelling Mist
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Dexterity
Disable 12
OR Arcane
Divine 15
If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
* At the start and end of your turn, recharge a random Magic boon.
* When this location is closed, banish this barrier.
Academy Card 12:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

Location #5: Dunes
Wild
At This Location: When you encounter a bane and do not defeat it, discard the top blessing of the hourglass.
When Closing: Acquire the top blessing of the hourglass.
When Permanently Closed: No effect.
M: 5 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Fumbus/sirrogue, Zetha/Chthonicthul, Estra/rhynndavrie, None
Dunes Card 1:
Friendly Game of Sredna
CotCT
Barrier 4
Traits:
Respect
Task
To Defeat:
Strength 7
OR Constitution
Fortitude 12
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
Dunes Card 2:
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.
Dunes Card 3:
Wand of Flame
Core
Item 2
Traits:
Arcane
Attack
Divine
Fire
Magic
Veteran
Wand
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 11
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
Dunes Card 4:
Kazavon's Iron Golem
CotCT
Monster 5
Traits:
Construct
Golem
Veteran
To Defeat:
Combat 19+#
Immune to Attack, Mental, and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Dunes Card 5:
Banshee
CotCT
Monster 5
Traits:
Banshee
Undead
To Defeat:
Combat 21
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 10 check or suffer the scourge Frightened.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, discard them from the top of your deck.

Dunes Card 6:
Fury Devil
CotCT
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
If undefeated, each local character suffers 1d4 Force damage.
Dunes Card 7:
Bearskin Armor
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
Dunes Card 8:
Third Eye
CotCT
Item 6
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 13
Display. While displayed:
* At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it.
* On your Perception check, you may freely draw this card to add 1d10.
* You may freely reload to ignore a power that happens when you examine a card.
Dunes Card 9:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Dunes Card 10:
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.
Dunes Card 11:
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.
Dunes Card 12:
Orc Rager
CotCT
Monster 2
Traits:
Barbarian
Orc
Veteran
To Defeat:
Combat 10+##
Before acting, suffer 1d4 Combat damage.


OFFTURN:
Fumbus forget casting Corrosion for aiding Zetha, still Drained.

Fumbus, Fumbler attempts to recover all cards in their Recovery pile.
Corrosion: Arcane 9: 1d8 + 4 ⇒ (1) + 4 = 5 -> Corrosion discarded.

Turn 4, now is the hour of Rovagug's Destruction.
While this is the hour:
On your check, you may banish a random blessing from your discards to bless.

Fumbus stumble across Dunes until finding errant souls that built life size sand castle and lounge around table in courtyard. Woman gesture to seat for Fumbus ans say, "Care for a Card 1: Friendly Game of Sredna?" Fumbus happily take seat and quickly remix Alkali Flask into supercharge strength potion for...whatever this game entails. Clearly entails circus skills so Fumbus also call on power of The Carnival.

Friendly Game of Sredna CtD Str 7: 2d6 + 1d4 + 1d6 - 4 ⇒ (5, 1) + (1) + (3) - 4 = 6 A seeming failure, but Fumbus flip onto head and 1 becomes 6! 6 total becomes 11 total! Success! Remove this barrier from the game and gain 1 respect point (just to get rid of it).

Fumbus not sure what Fumbus did, but others look disappointed, so clearly Fumbus win. Sandcastle seem good play to rest.

Fumbus, Fumbler wrote:

Hand: Liquid Persuasion, Flensing Jelly, Twitch Tonic, Blackfingers, Elixir of Energy Resistance, The Savored Sting, Steel Ibis Lamellar,

Displayed: Shadowcount Sial,
Deck: 13 Discard: 2 Buried: 0
Hero Points: 3 // Fumbus, Fumbler has the following scourges marked:
Drained:
While Marked:
On your checks, subtract 1 for each die rolled.

At the end of your turn, you may bury a Divine boon to remove this scourge.


NOTES:
Available Support: Power: 1d4 & Acid, Fire, or Poison to ANY local check
Persuasion: 1d8+6 to local Wis or Cha
Flensing Jelly: 1d6 to local Combat or 1 die to local Disable
Blackfingers: recharge to bless Alchemical or Poison check
Energy Resist: ignore 1 or all elemental damage
Savored Sting: recharge to bless
Movement: Move Fumbus with the party if location closes.
Die reroll for 6-6E used? NO
Other: Hi, me Fumbus! You may bot Fumbus if guarding is needed!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Ambrosia, Acidic Bolas, Lab Accident, Fuse Grenade, Potion of Heroism, The Publican, Elixir of Focus, Wyvern Poison, Deathtrap in a Jar
Recharged: Achaekek's Claws, Dragon's Breath, Galvanic Kopis +2, Alkali Flask,
Discard Pile: Corrosion, The Carnival,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +0
Ranged: Dexterity +1 (4)
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
Craft: Intelligence +3 (6)
Arcane: Intelligence +1 (4)
Wisdom d4 ☐ +1
Charisma d6 ☐ +1 ☐ +2

Favored Card: Alchemical Item or Attack Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Alchemical
POWERS:
On a local combat check ([X] or a local check to defeat an Obstacle or Trap barrier) ([X] or any local check), you may discard a card ([X] or recharge an Alchemical or Attack card) to add 1d4 and the Acid, Fire, or Poison trait.
During recovery, when you would banish an Alchemical boon or an Arcane Attack spell, you may discard it instead. (☐ Then you may recharge a new Alchemical item whose level is 0.)
[X] On your check that invokes Acid, Fire, or Poison, add 1d6. ([X] if your check invokes more than 1 of those traits, add another 1d6).
☐ At the start of your check, you may draw a card. If you do not play it by the end of the check, recharge it and suffer the scourge Poisoned.
[X] Treat your powers as if the words ""Acid, Fire, or Poison"" were ""Acid, Cold, Electricity, Fire, or Poison.""

UPKEEP:
Dunes Card 1 RFG.


Deckhandler

Turn 5: Zetha/Incitation

At the start of the turn, Zetha draws Mercenary and Scarlet Walker for character power.

Explore Dunes Card #1: Blackjack's Rapier. Will fail to acquire; banished

Discard Haste to explore Dunes Card #2: Wand of Flame
Arcane 9 to acquire Wand of Flame: 1d10 + 3 + 2 ⇒ (2) + 3 + 2 = 7 Failure; banished

Discard Pyromaniac Mage to explore Dunes Card #3: Kazavon's Iron Golem
Combat 25 to defeat Kazavon's Iron Golem, using Stealth plus adventure deck number plus 2d6 for character power and sadly discarding Blessing of Abadar to Bless: 1d10 + 4 + 3 + 6 + 2d6 + 1d10 ⇒ (7) + 4 + 3 + 6 + (2, 6) + (1) = 29 Hmm, I have a few HP left, so since this is her last hurrah might as well use my shirt re-roll to re-try the d10 that got a 1 to try to beat by 5
Shirt reroll of the low d10: 1d10 ⇒ 3 That'll do it; defeated and recharged into location

Zetha picks across the dunes with the others, unsettled by the dreamscape despite herself. They come to a series of statues, half-buried in the sand. It doesn't surprise Zetha in the slightest that one of them springs to life, first hurling a sword and a wand at them, and then charging. But this is a band of warriors who have fought such things before, and, united, they bring it down.

Reset hand and end turn.
Arcane 8 to recharge Haste: 1d10 + 3 + 2 ⇒ (2) + 3 + 2 = 7 Failure; discarded

Zetha wrote:

Hand: Mercenary (summoned), Eagle Aerie, Scarlet Walker (summoned), Black Spot, Traitor (summoned), Blessing of the All-Seeing Eye, Shapechange, Ring of Splendid Security (for Potion of Healing),

Displayed: Ahtez,
Deck: 12 Discard: 4 Buried: 0
"Current Location: Dunes
Hero Points Available/Used: 43863"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 6-6E?: Y"

Skills and Powers:
SKILLS

Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Light Armors
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([X] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)([X] or to add 1d6 to your check to defeat a barrier). ([X] or immediately after evading an encounter, to explore your location)
[X] When you play Ahtez for your combat check, add 1d6 [X] 2d6
[X] When you evade an encounter, you may put it under the top card of your location deck.

Zetha has a lot of evasion in hand, so please use it!


Ranger #6

Turn 6:Harsk
The Hour is Desna's Freedom
When this is the hour: On each check, the first blessing played to bless may be played freely.

Start of Turn
Examine top card
The Lost Harrows - Really Cool, but not really my stack of harrow cards. Leave this for somebody else.
Move to Dunes
Exchange location

Demiplane 2,3,4,5,7: 1d5 ⇒ 3 Shrine

Shrine:

At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.

Free explore

Banshee[/spoiler:

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

ByA Fortitude 10: 1d10 + 1 ⇒ (6) + 1 = 7 Frightened for now
reveal Deathbane axe
Reveal Belt
Recharge seeking Longbow for power

CtD Combat 21/26: 1d6 + 6 + 1d6 + 3 + 1d8 + 1d8 + 1d4 + 1d6 ⇒ (6) + 6 + (4) + 3 + (3) + (2) + (2) + (3) = 29
Savely Defeated, Remove Frightened, recharge Monster

Discard -> recharge Hipporgiff to explore
Encounter Fury Devil

ByA Dex 11: 1d6 + 4 ⇒ (5) + 4 = 9 Frightenedand entangled for now
reveal Deathbane axe
Reveal Belt
Recharge Wolverine for power
Display and Recharge Hide Armor

CtD Combat 23/28: 1d6 + 6 + 1d6 + 3 + 1d8 + 1d4 + 1d6 + 1d6 + 6 ⇒ (1) + 6 + (5) + 3 + (6) + (1) + (1) + (3) + 6 = 32 Savely Defeated, Remove Frightened, recharge Monster

End Turn
Reset Hand

Harsk wrote:

Hand: Belt of Physical Might, Achaekek's Claws, Skoan-quah Boneslayer, Aspect of the Monkey, Our Lord in Iron, Deathbane Throwing Axe, Firepelt Cougar,

Displayed: White War Paint,
Deck: 14 Discard: 1 Buried: 0
Hero Points: 2
Box Reroll Used: No // Harsk has the following scourges marked:
Entangled:
While Marked:
You cannot evade or move.

When your location is closed, remove this scourge.


NOTES:
Available Support: Harsk can give 1d6 to any combat check

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Deathbane Light Crossbow +1, Vindicator, The Savored Sting, Old Deadeye, Sergeant-at-arms, Ring of Energy Resistance, Guardian Bow
Recharged: Achaekek's Claws (Loot), Boots of Friendly Terrain, Bearskin Armor, Seeking Longbow, Hippogriff, Shoanti Barbarian Hide, Wolverine (Acq),
Discard Pile: Wayfinder,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged: Dexterity +2
Constitution d10 ☐ +1 ☐ +2
Fortitude:Constitution+1
Intelligence d6 ☐ +1
Wisdom d6 ☑ +1 ☑ +2 ☑ +3
Perception : Wisdom +2
Survival : Wisdom +3
Charisma d4 ☐ +1

Upgraded Supporters:
Pathfinder Chronicler, Boors, Ketrik, Jayna Lemore, Moise

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapon
POWERS:
On any combat check, you may recharge a card or reload a weapon to add 1d4 ([x] 1d6).
On your check that invokes the Axe or Bow trait, add 1d6 ([X] 1d8); against a Giant ([] or Aberration or Dragon) monster, add another 1d4 ([]1d8).
At the ([X]start or) end of your turn, you may examine the top card ([]or 2 cards) of your location. ([X ] Then, you may shuffle your location.)
[X]When you defeat a monster, you may remove 1 of your scourges.
[] When a local character fails to defeat a story bane or an Aberration, Dragon, or Giant monster, you may reload it into its location instead of shuffling it ([] or you may avenge by recharging a weapon).

Upkeep
Dunes exchanged for Shrine
Shrine #5,6 Banished


Estra's Deckhandler

Turn 7, Lamashtu's Madness
Hour Power: On your check against a monster, add 1. Damage suffered from monsters is increased by 1.

Kind of want to stay with the group, but my only "combat" spell is an evade and I really don't want to accidently shuffle this, so over to Academy for me.

Demiplane shift: 1d6 + 1 ⇒ (1) + 1 = 2 Trail...well that could have gone better.

End of move step examine via Third Eye - Lost Harrows has magic trait encounter for free. Recharge Magistrate to add 1d8

The Lost Harrows-CtA: Knowledge 12: 1d8 + 2 + 1d4 + 1d8 ⇒ (5) + 2 + (3) + (1) = 11 Bah, so close, not sure what I would have chosen for a skill anyway.

Estra talked briefly with Harsk to get the info on this Lost Harrow, she finds it but as she picks it up, it crumbles to dust. The magic on the deck apparently having run out. Grumbling she moves deeper down what now appears to be a Trail.

End of move step, Estra examine and spots another Planar Rift. Free explore into it.

Type/specific: 2d6 ⇒ (5, 4) = 9 5. Predator / 4. Belshallam

Estra's eyes go a bit wide as the Dragon Belshallam steps slowly out of the rift. But she calls out a spell of Domination, pitting her will against the dragons. She slowly forces it back into the rift. Belshallam, kicks a suit of armor at Estra in frustration as she's only able to force him to move away.

Dominate - evade Belshallam and search location for boon and draw it - Stone-shard Breastplate.

While keeping as much of her energy as she can into keeping the dragon locked down she next turns her attention to the rift.

Discard Marriage to bless.

Planar Rift - CtD: Divine 17 (12+3+2): 2d10 + 6 + 1d4 ⇒ (8, 7) + 6 + (4) = 25 Banished.

Having dealt with one of these before she focuses her energy and again spots the weak link in the Rift and shuts it down. Unfortunately using her Staff as a focus causes a bit of an issue as she hears it creak under the strain. She decides to set it aside and look at it later as he heads back to join the group.

Discard Staff of Darkflame to close the "Trail".

Wildcard shift: 1d2 ⇒ 2 Harrow of Hammers changes to Ablaze.

Build Random Demiplane (not Shrine): 1d6 ⇒ 2 Shrine
Build Random Demiplane (not Shrine): 1d6 ⇒ 2 Shrine
Build Random Demiplane (not Shrine): 1d6 ⇒ 1 Academy

Demiplane shift Shrine: 1d4 + 2 ⇒ (2) + 2 = 4 Shifts to Blood Pool on Estra's arrival.

Estra, Spiritual Counselor ends her turn.

Ablaze: 1d4 - 2 ⇒ (3) - 2 = 1 Bury Stone-Shard Armor to soak it since I'm burying anyway.

Estra, Spiritual Counselor attempts to recover all cards in her Recovery pile.
Dominate: Divine 14: 1d10 + 6 + 1d4 ⇒ (6) + 6 + (3) = 15 -> Dominate recharged.

Estra, Spiritual Counselor resets her hand.

Estra, Spiritual Counselor wrote:

Hand: Psychic Surgery, Zellara's Harrow Deck, Firepelt Cougar, Honaire, Pious Healer, Darb Tuttle, Nightspear,

Displayed: Third Eye, Steal Soul,
Deck: 11 Discard: 2 Buried: 2
Hero Points: 3
Box Reroll Used: N
NOTES:
Available Support: Psychic Surgery - heal local 6 (only blessing/spells/allies)
Nightspear - end of turn heal local 1d4+1 (allies/blessings)
Firepelt - 1d6 to local combat
Pious Healer - heal local 1d4+2
Tuttle - 2d12 on local guard/close

Movement: Estra will move with the group on location close.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Divine Blaze, Urgathoa's Gluttony, Divine Fortune, Boneshatter, Blessing of the Lady of Graves, Wand of Restorative Touch, Falcon Crown, Ghost Whip
Recharged: Hypercognition, Magistrate, Dominate,
Discard Pile: The Marriage, Staff of Dark Flame,
Buried Pile: The All-Seeing Eye, Stone-shard Breastplate,

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wisdom +2
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
Diplomacy: Charisma +3

Favored Card: Honaire
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Divine, Light Armor
POWERS:
At the end of your move step, you may examine the top card of your location. (□ If the card has a power that happens when examined, you may instead shuffle a card into your deck to ignore the power.) You may bury (■ or discard) a card to encounter the card; during this encounter, add 1d6 (□ +1) to your Strength, Dexterity, and Constitution checks.
When you succeed at a combat(■ or Charisma) check, you may draw a card (□ or shuffle a random card from your discard pile into your deck).
■ When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, reload it.
■ At the start of your turn, you may exchange an ally (□ or a blessing) in your hand with an ally in your discard pile.
■ Gain the skill Diplomacy: Charisma +3
□ Instead of the first exploration of your turn, each character at your location may shuffle a random ally from his discard pile into his deck.



During This Adventure:

Adventure Path Setup:
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #.

Each character records the supports they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, 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.

Building the Vault: The vault should contain all level 0, 1, 2, 3, 4, 5, and 6cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, 2, and 3 non-Veteran banes and you may remove any Level 0, 1, 2, and 3 non-Veteran, non-blessing boons.

During This Scenario: 6-6E: The Lich's Legacy

Harrow: The Juggler - Suit: Keys

Setup:

Display the Perils and Harrows wildcards. Add any number of wildcards from them (minimum 1 from each card).

When building the locations, use the Small column, then shuffle in a number of monsters equal to the number of characters, plus a closing henchman Mysterious Relic - Proxy A and a closing henchman Planar Rift - Proxy B.

After building the locations, create a demiplane stack from a number of random locations other than Arena, Base, and Manor equal to 4 more than the number of characters.

When a location is closed and banished, build a random location from the demiplane stack, remove a random wild card, then add a new wildcard from the other displayed wildcard.

On your turn, after a bane is undefeated or after you move, exchange your current location card with a random card in the demiplane stack.

When a bane is defeated and would be banished, recharge it into its location instead.

To win, close a number of locations equal to 4 more than the number of characters.

Additional Rules: Danger:
Each time you encounter the danger, roll 2d6 on the High-Level Story Bane Roster to determine a random bane.
(1d6 = type / 1d6 =specific)
Story Bane Roster List

Villain:
None

Henchman (Closing):

Mysterious Relic - Proxy A:

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

Planar Rift - Proxy B:

Story Bane
Type: Barrier
Traits: Magic Obstacle Veteran
To Defeat: Combat 11+## OR Arcane Divine 6+#
Cannot be evaded. Before acting, a local character summons and encounters the danger. The difficulty to defeat is increased by the number of locations.

Active Peril / Harrows
1) Harrow of Books (Harrow) - when a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check to defeat is increased by 1d6.
2) ABLAZE (Peril) - At the end of your turn, suffer 1d4-2 Fire damage.

Demiplane - 1d8:

1) Academy
At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: On closing, each local character may heal a spell.

2) Shrine
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.

3) Storehouse
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.

4) Throne Room
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.

5) Dunes
At This Location: When you encounter a bane and do not defeat it, discard the top blessing of the hourglass.
When Closing: Acquire the top blessing of the hourglass.
When Permanently Closed: No effect.

6) Blood Pool
At This Location: After you discard cards as damage, bury a card from your discards.
When Closing: Bury 2 cards.
When Permanently Closed: Heal a card.

Locations Closed: 4 of 8

Scenario Level (#): 6

Turn: 8, Fumbus/sirrogue

Random Cards:

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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


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

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


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

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


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

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


Spoiler:
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.

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

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

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

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

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

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

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

Spoiler:
Ring of Splendid Security
CotCT
Item 7
Traits:
Accessory
Loot
To Acquire:
Banish A Boon 0
When you suffer non-Combat damage, freely reveal to roll 1d4; on a result other than 1, reduce the damage by 5.
On your check against a bane, freely reload to add 7.

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

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

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

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

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


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

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

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

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

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

Spoiler:
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:
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.

Hour Power: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.

Current Hour:

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

Hours Remaining: 22

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 1 Zetha/Chthonicthul
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Hourglass Card 2 Harsk/Kulko:
Spoiler:
Hourglass Card 2 Harsk/Kulko
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 3 Estra/rhynndavrie:
Spoiler:
Hourglass Card 3 Estra/rhynndavrie
The Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Hourglass Card 4 Fumbus/sirrogue:
Spoiler:
Hourglass Card 4 Fumbus/sirrogue
Achaekek's Claws
CotCT
Blessing 4
Traits:
Deity: Achaekek
Divine
When this is the hour: Before acting against a story bane monster, draw 1 card then discard 1 card.
To Acquire:
Intelligence
Craft 8
On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.
Hourglass Card 5 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 5 Zetha/Chthonicthul
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Hourglass Card 6 Harsk/Kulko:
Spoiler:
Hourglass Card 6 Harsk/Kulko
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hourglass Card 7 Estra/rhynndavrie:
Spoiler:
Hourglass Card 7 Estra/rhynndavrie
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 8 Fumbus/sirrogue:
Spoiler:
Hourglass Card 8 Fumbus/sirrogue
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Hourglass Card 9 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 9 Zetha/Chthonicthul
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 10 Harsk/Kulko:
Spoiler:
Hourglass Card 10 Harsk/Kulko
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 11 Estra/rhynndavrie:
Spoiler:
Hourglass Card 11 Estra/rhynndavrie
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 Fumbus/sirrogue:
Spoiler:
Hourglass Card 12 Fumbus/sirrogue
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 13 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 13 Zetha/Chthonicthul
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 14 Harsk/Kulko:
Spoiler:
Hourglass Card 14 Harsk/Kulko
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 15 Estra/rhynndavrie:
Spoiler:
Hourglass Card 15 Estra/rhynndavrie
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 Fumbus/sirrogue:
Spoiler:
Hourglass Card 16 Fumbus/sirrogue
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 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 17 Zetha/Chthonicthul
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 18 Harsk/Kulko:
Spoiler:
Hourglass Card 18 Harsk/Kulko
The Lady of Mysteries
Core
Blessing 3
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless.
On a check against an Undead bane, recharge to bless.
Discard to draw 3 cards, then recharge 3 cards, then you may explore.
Hourglass Card 19 Estra/rhynndavrie:
Spoiler:
Hourglass Card 19 Estra/rhynndavrie
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 20 Fumbus/sirrogue:
Spoiler:
Hourglass Card 20 Fumbus/sirrogue
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Hourglass Card 21 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 21 Zetha/Chthonicthul
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Hourglass Card 22 Harsk/Kulko:
Spoiler:
Hourglass Card 22 Harsk/Kulko
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.

Location #5: [Blood Pool
Urban
At This Location: After you discard cards as damage, bury a card from your discards.
When Closing: Bury 2 cards.
When Permanently Closed: Heal a card.
M: 5 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Fumbus/sirrogue, Zetha/Chthonicthul, Harsk/Kulko, Estra/rhynndavrie,

Dunes Card 1:
Bearskin Armor
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
Dunes Card 2:
Third Eye
CotCT
Item 6
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 13
Display. While displayed:
* At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it.
* On your Perception check, you may freely draw this card to add 1d10.
* You may freely reload to ignore a power that happens when you examine a card.
Dunes Card 3:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Dunes Card 4:
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.
Dunes Card 5:
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.
Dunes Card 6:
Orc Rager
CotCT
Monster 2
Traits:
Barbarian
Orc
Veteran
To Defeat:
Combat 10+##
Before acting, suffer 1d4 Combat damage.
Dunes Card 7 (Kazavon's Iron Golem):
Kazavon's Iron Golem
CotCT
Monster 5
Traits:
Construct
Golem
Veteran
To Defeat:
Combat 19+#
Immune to Attack, Mental, and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Dunes Card 8 (Banshee):
Banshee
CotCT
Monster 5
Traits:
Banshee
Undead
To Defeat:
Combat 21
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 10 check or suffer the scourge Frightened.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, discard them from the top of your deck.

Dunes Card 9 (Fury Devil):
Fury Devil
CotCT
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
If undefeated, each local character suffers 1d4 Force damage.

Location #7: Academy
Urban
At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: On closing, each local character may heal a spell.
M: 5 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None
Academy Card 1:
Ember Ghoul
CotCT
Monster 5
Traits:
Ghoul
Undead
To Defeat:
Combat 20
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
Academy Card 2:
Troll
Core
Monster 2
Traits:
Troll
Veteran
To Defeat:
Combat 8+##
THEN Combat 10+##
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
Academy Card 3:
Sklar-quah Thundercaller
CotCT
Ally 4
Traits:
Human
Skald
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Barrier 0
Display. While displayed:
* On all Strength and Acrobatics checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Strength and Acrobatics checks, add 3.
Academy Card 4:
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.
Academy 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.
Academy Card 6:
Skeletal Minotaur
CotCT
Monster 5
Traits:
Skeleton
Undead
To Defeat:
Combat 23
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
Academy Card 7:
Cytillipede
CotCT
Monster 4
Traits:
Vermin
To Defeat:
Combat 16
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.
Academy Card 8:
Haughty Nobles
Core
Barrier 1
Traits:
Cache
Task
Veteran
To Defeat:
Charisma
Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
Academy Card 9:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Academy Card 10:
Infernal Warhounds
CotCT
Monster 6
Traits:
Outsider
To Defeat:
Combat 21
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
After the encounter, a random local character summons and encounters this monster.
Academy Card 11:
Ghastly Runes
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
Academy Card 12:
Divine Blaze
CotCT
Spell 4
Traits:
Attack
Divine
Fire
Magic
To Acquire:
Wisdom
Divine 12
For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.

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


Turn X, now is the hour of The Rabbit Prince.
While this is the hour:
At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.

Fumbus not sure if at Blood Pool/Dunes or both, but poking around reveal Card 1: Bearskin Armor in corner.

Bearskin Armor CtA Con 12: 1d8 ⇒ 4 Failure!

Armor nice and furry, but too big for Fumbus. Time to follow Flensing Jelly to next room; find Card 2: Third Eye staring back at Fumbus. Fumbus add Elixir of Energy Resistance to other mixture to make arcane helper.

Third Eye CtA Arcane 13: 1d8 + 4 + 1d4 + 1d6 ⇒ (4) + 4 + (2) + (3) = 13 Success!

Fumbus follow guidance of Black Fingers to secret chamber below Eye and find Card 3: Henchman Proxy A2 - Mysterious Relic! Fumbus good at puzzles, but ask Savored Sting for support jic.

Mysterious Relic CtD Arcane 10: 2d8 + 4 ⇒ (7, 8) + 4 = 19 Success!

Fumbus figure out relic secrets and use it to point way out of Blood Dunes. It cost Fumbus some effort, gobby peel off Steel Ibis Lamellar and drop Liquid Persuasion (buried) but lead way out of bloody sand.

Fumbus, Fumbler attempts to recover all cards in their Recovery pile.
Flensing Jelly: Craft 9: 1d8 + 6 ⇒ (1) + 6 = 7 -> Flensing Jelly recharged discarded.
Twitch Tonic: Craft 12: 1d8 + 6 ⇒ (4) + 6 = 10 -> Twitch Tonic recharged discarded.

Fumbus, Fumbler wrote:

Hand: Lab Accident, Deathtrap in a Jar, Fuse Grenade, Elixir of Focus, Wyvern Poison, The Publican, Potion of Heroism,

Displayed: Shadowcount Sial, Third Eye,
Deck: 8 Discard: 5 Buried: 2
Hero Points: 3 // Fumbus, Fumbler has the following scourges marked:
Drained:
While Marked:
On your checks, subtract 1 for each die rolled.

At the end of your turn, you may bury a Divine boon to remove this scourge.


NOTES:
Available Support: Power: 1d4 & Acid, Fire, or Poison to ANY local check
Deathtrap: 1d6 to local Combat or local Disable
Fuse Grenade: 2d8 vs. local combat, Lock or Obstacle
Publican: bless twice at Urban
Heroism: 1d6 to all checks by local character for their turn
Movement: Move Fumbus with the party if location closes.
Die reroll for 6-6E used? NO
Other: Hi, me Fumbus! You may bot Fumbus if guarding is needed!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Ambrosia, Acidic Bolas
Recharged: Achaekek's Claws, Dragon's Breath, Galvanic Kopis +2, Alkali Flask, Elixir of Energy Resistance, The Savored Sting,
Discard Pile: Corrosion, The Carnival, Blackfingers, Flensing Jelly, Twitch Tonic,
Buried Pile: Liquid Persuasion, Steel Ibis Lamellar,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +0
Ranged: Dexterity +1 (4)
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
Craft: Intelligence +3 (6)
Arcane: Intelligence +1 (4)
Wisdom d4 ☐ +1
Charisma d6 ☐ +1 ☐ +2

Favored Card: Alchemical Item or Attack Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Alchemical
POWERS:
On a local combat check ([X] or a local check to defeat an Obstacle or Trap barrier) ([X] or any local check), you may discard a card ([X] or recharge an Alchemical or Attack card) to add 1d4 and the Acid, Fire, or Poison trait.
During recovery, when you would banish an Alchemical boon or an Arcane Attack spell, you may discard it instead. (☐ Then you may recharge a new Alchemical item whose level is 0.)
[X] On your check that invokes Acid, Fire, or Poison, add 1d6. ([X] if your check invokes more than 1 of those traits, add another 1d6).
☐ At the start of your check, you may draw a card. If you do not play it by the end of the check, recharge it and suffer the scourge Poisoned.
[X] Treat your powers as if the words ""Acid, Fire, or Poison"" were ""Acid, Cold, Electricity, Fire, or Poison.""

UPKEEP:
Dune/Blood Pool Card 1 BANISHED.
Dune/Blood Pool Card 2 ACQUIRED.
Dune/Blood Pool Card 3 BANISHED.
Party move somewhere after new location is built.


Wildcard shift on location close: 1d2 ⇒ 2 Ablaze drops off, Harrow of Hammers returns.

New Location from Demiplane built: 1d4 + 1 ⇒ (4) + 1 = 5 Building Dunes again...

I've moved characters to the Dunes, but technically they aren't there, please head to whichever location but wherever Fumbus ends up will need to do a Demiplane shift.

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

During This Adventure:

Adventure Path Setup:
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #.

Each character records the supports they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, 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.

Building the Vault: The vault should contain all level 0, 1, 2, 3, 4, 5, and 6cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, 2, and 3 non-Veteran banes and you may remove any Level 0, 1, 2, and 3 non-Veteran, non-blessing boons.

During This Scenario: 6-6E: The Lich's Legacy

Harrow: The Juggler - Suit: Keys

Setup:

Display the Perils and Harrows wildcards. Add any number of wildcards from them (minimum 1 from each card).

When building the locations, use the Small column, then shuffle in a number of monsters equal to the number of characters, plus a closing henchman Mysterious Relic - Proxy A and a closing henchman Planar Rift - Proxy B.

After building the locations, create a demiplane stack from a number of random locations other than Arena, Base, and Manor equal to 4 more than the number of characters.

When a location is closed and banished, build a random location from the demiplane stack, remove a random wild card, then add a new wildcard from the other displayed wildcard.

On your turn, after a bane is undefeated or after you move, exchange your current location card with a random card in the demiplane stack.

When a bane is defeated and would be banished, recharge it into its location instead.

To win, close a number of locations equal to 4 more than the number of characters.

Additional Rules: Danger:
Each time you encounter the danger, roll 2d6 on the High-Level Story Bane Roster to determine a random bane.
(1d6 = type / 1d6 =specific)
Story Bane Roster List

Villain:
None

Henchman (Closing):

Mysterious Relic - Proxy A:

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

Planar Rift - Proxy B:

Story Bane
Type: Barrier
Traits: Magic Obstacle Veteran
To Defeat: Combat 11+## OR Arcane Divine 6+#
Cannot be evaded. Before acting, a local character summons and encounters the danger. The difficulty to defeat is increased by the number of locations.

Active Peril / Harrows
1) Harrow of Books (Harrow) - when a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check to defeat is increased by 1d6.
2) HARROW OF HAMMERS (Harrows) - On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.

Demiplane - 1d5:

1) Academy
At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: On closing, each local character may heal a spell.

2) Shrine
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.

3) Storehouse
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.

4) Throne Room
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.

5) Dunes
At This Location: When you encounter a bane and do not defeat it, discard the top blessing of the hourglass.
When Closing: Acquire the top blessing of the hourglass.
When Permanently Closed: No effect.

Locations Closed: 5 of 8

Scenario Level (#): 6

Turn: 9, Zetha/Chthonicthul

Random Cards:

Monsters
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:
Xenarth
CotCT
Monster 4
Traits:
Demon
Outsider
To Defeat:
Combat 24
Immune to Electricity and Poison.
Before acting, each local character suffers 2 Acid Damage.
If undefeated, suffer the scourge Poisoned.

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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


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

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


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

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


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

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

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

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

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

Items
Spoiler:
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:
Staff of Greater Necromancy
CotCT
Item 6
Traits:
Arcane
Attack
Divine
Loot
Magic
Staff
To Acquire:
Arcane
Divine 12
For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
If proficient, at the end of your turn, bury to heal 1d4+1 allies.

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

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


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

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

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

Spoiler:
Lyrune-quah Moon Maiden
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.

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

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


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

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

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

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

Spoiler:
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.

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

Current Hour:

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

Hours Remaining: 21

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Harsk/Kulko:
Spoiler:
Hourglass Card 1 Harsk/Kulko
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Hourglass Card 2 Estra/rhynndavrie:
Spoiler:
Hourglass Card 2 Estra/rhynndavrie
The Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Hourglass Card 3 Fumbus/sirrogue:
Spoiler:
Hourglass Card 3 Fumbus/sirrogue
Achaekek's Claws
CotCT
Blessing 4
Traits:
Deity: Achaekek
Divine
When this is the hour: Before acting against a story bane monster, draw 1 card then discard 1 card.
To Acquire:
Intelligence
Craft 8
On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.
Hourglass Card 4 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 4 Zetha/Chthonicthul
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Hourglass Card 5 Harsk/Kulko:
Spoiler:
Hourglass Card 5 Harsk/Kulko
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hourglass Card 6 Estra/rhynndavrie:
Spoiler:
Hourglass Card 6 Estra/rhynndavrie
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 Fumbus/sirrogue:
Spoiler:
Hourglass Card 7 Fumbus/sirrogue
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Hourglass Card 8 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 8 Zetha/Chthonicthul
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 9 Harsk/Kulko:
Spoiler:
Hourglass Card 9 Harsk/Kulko
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 10 Estra/rhynndavrie:
Spoiler:
Hourglass Card 10 Estra/rhynndavrie
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 11 Fumbus/sirrogue:
Spoiler:
Hourglass Card 11 Fumbus/sirrogue
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 12 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 12 Zetha/Chthonicthul
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Hourglass Card 13 Harsk/Kulko:
Spoiler:
Hourglass Card 13 Harsk/Kulko
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 14 Estra/rhynndavrie:
Spoiler:
Hourglass Card 14 Estra/rhynndavrie
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 15 Fumbus/sirrogue:
Spoiler:
Hourglass Card 15 Fumbus/sirrogue
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 16 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 16 Zetha/Chthonicthul
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 Harsk/Kulko:
Spoiler:
Hourglass Card 17 Harsk/Kulko
The Lady of Mysteries
Core
Blessing 3
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless.
On a check against an Undead bane, recharge to bless.
Discard to draw 3 cards, then recharge 3 cards, then you may explore.
Hourglass Card 18 Estra/rhynndavrie:
Spoiler:
Hourglass Card 18 Estra/rhynndavrie
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 19 Fumbus/sirrogue:
Spoiler:
Hourglass Card 19 Fumbus/sirrogue
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Hourglass Card 20 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 20 Zetha/Chthonicthul
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Hourglass Card 21 Harsk/Kulko:
Spoiler:
Hourglass Card 21 Harsk/Kulko
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.

Location #7: Academy
Urban
At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: On closing, each local character may heal a spell.
M: 5 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Academy Card 1:
Ember Ghoul
CotCT
Monster 5
Traits:
Ghoul
Undead
To Defeat:
Combat 20
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
Academy Card 2:
Troll
Core
Monster 2
Traits:
Troll
Veteran
To Defeat:
Combat 8+##
THEN Combat 10+##
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
Academy Card 3:
Sklar-quah Thundercaller
CotCT
Ally 4
Traits:
Human
Skald
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Barrier 0
Display. While displayed:
* On all Strength and Acrobatics checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Strength and Acrobatics checks, add 3.
Academy Card 4:
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.
Academy 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.
Academy Card 6:
Skeletal Minotaur
CotCT
Monster 5
Traits:
Skeleton
Undead
To Defeat:
Combat 23
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
Academy Card 7:
Cytillipede
CotCT
Monster 4
Traits:
Vermin
To Defeat:
Combat 16
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.
Academy Card 8:
Haughty Nobles
Core
Barrier 1
Traits:
Cache
Task
Veteran
To Defeat:
Charisma
Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
Academy Card 9:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Academy Card 10:
Infernal Warhounds
CotCT
Monster 6
Traits:
Outsider
To Defeat:
Combat 21
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
After the encounter, a random local character summons and encounters this monster.
Academy Card 11:
Ghastly Runes
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
Academy Card 12:
Divine Blaze
CotCT
Spell 4
Traits:
Attack
Divine
Fire
Magic
To Acquire:
Wisdom
Divine 12
For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.

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


Location #8: Dunes
Wild
At This Location: When you encounter a bane and do not defeat it, discard the top blessing of the hourglass.
When Closing: Acquire the top blessing of the hourglass.
When Permanently Closed: No effect.
M: 6 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Fumbus/sirrogue, Harsk/Kulko, Estra/rhynndavrie, Zetha/Chthonicthul
Dunes Card 1:
Scarlet Walker
CotCT
Monster 6
Traits:
Outsider
Sorcerer
To Defeat:
Combat 27
OR Arcane
Divine 14
Immune to Acid, Cold, and Poison.
Resistant to Attack.
Before acting, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discards.
Dunes Card 2:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Dunes Card 3:
Lyre of Storms
CotCT
Item 6
Traits:
Instrument
Magic
To Acquire:
Charisma
Divine 12
On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity.
At the end of any turn, discard this card to let any number of other characters move.
Dunes Card 4:
Shocking Sawtooth Saber
CotCT
Weapon 6
Traits:
Electricity
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 16
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8.
If proficient, you may additionally discard to add another 1d8+6.
Dunes Card 5:
Ice Strike
CotCT
Spell 3
Traits:
Arcane
Attack
Cold
Divine
Magic
Veteran
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.

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

Dunes 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.
Dunes Card 7:
Dybbuk
CotCT
Monster 5
Traits:
Incorporeal
Undead
To Defeat:
Combat 22
Immune to Mental and Poison.
Resistant to Attack.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, choose them randomly.
Dunes Card 8:
Forbiddance
CotCT
Barrier 5
Traits:
Curse
Trap
To Defeat:
Wisdom 13
OR Arcane
Divine 15
If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When you would explore, move to a random other location and explore it instead.
* When this location is closed, banish this barrier.
Dunes Card 9:
Ghoul
Core
Monster 1
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Dunes Card 10:
Ash Giant Zombie
CotCT
Monster 5
Traits:
Undead
Zombie
To Defeat:
Combat 24
Immune to Cold, Electricity, Force, Mental, and Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Dunes Card 11:
Gray Maiden Footsoldier
CotCT
Monster 2
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.
Dunes Card 12:
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.


AT closing of Blood Pool, Fumbus, Fumbler is healed for 1: (Blackfingers). Deck shuffled. Then, Fumbus, Fumbler is healed for all allies, spells, and blessings in discards: (Corrosion), (The Carnival), and (Flensing Jelly) Deck shuffled.


Deckhandler

Turn 9: Zetha/Blackfingers

At the start of the turn, Zetha draws Ghost and Xenarth for character power.

Explore Dunes Card #1: Scarlet Walker
BYA Constitution 12 for BYA, banishing Ghost to use Stealth: 1d10 + 4 + 3 ⇒ (7) + 4 + 3 = 14 No shenanigans
Since there is a non-combat check to defeat, according to the Harrow of Books the Combat difficulty is increased by: 1d6 ⇒ 2
Combat 29 to defeat Scarlet Walker, using Stealth plus adventure deck number plus 2d6 for Ahtez power and discarding Black Spot to reduce difficulty to 22: 1d10 + 4 + 3 + 6 + 2d6 ⇒ (7) + 4 + 3 + 6 + (4, 4) = 28 Defeated; recharged. Also, since the difficulty was beaten by at least five, no deck discard for Harrow of Hammers

Discard Blessing of the All-Seeing Eye to examine the top two cards of the location deck and put them back in any order at the top or bottom of the location deck, then explore the location.
Dunes Card #2: Henchman Proxy A2 (Mysterious Relic)
Dunes Card #3: Lyre of Storms
Leave them in that order, then explore.
Knowledge 10 to defeat Mysterious Relic, banishing Xenarth to use Stealth: 1d10 + 4 + 3 ⇒ (4) + 4 + 3 = 11 Defeated; banished

Acquire top card of the Hourglass to close location. That means the top undrawn card, not Blackfingers, right?
Charisma 10 to acquire Cayden Cailean's Revelry, banishing Trator to use Stealth: 1d10 + 4 + 3 ⇒ (4) + 4 + 3 = 11 Zetha is so badass. I will miss her. Location closed.

Ah, crap, I went through the whole turn and then realized that the only way I could have been at Dunes was if we all went to Academy, did a Demi-plane shift, and then Zetha moves to Dunes alone. Apologies for missing that.... did turn first thing in the morning and was a poor reader. So, we lose the easy location Academy. On the other hand, we've closed six locations in nine turns, so... not too shabby.

Zetha enjoys the planar shifting that keeps occurring; it is her metier, after all. But she finds it deucedly hard to figure out how they can proceed - what are the actual enemies, and how does one defeat them? In a solitary traipse across a series of dunes, she finds a lamp guarded by a large red spider-thing. She defeat the creature, grans the lamp and rubs it. Everything becomes hazy, and she finds herself shifting once again.

Move to wherever Harsk wants to go; I guess check what the Academy is now, then decide if he wants to do that or do a demi-plane shift on whatever the Dunes becomes.

Reset hand and end turn.
Auto-succeed on check to recharge Black Spot

Zetha wrote:

Hand: Mercenary (summoned), Eagle Aerie, Scarlet Walker (summoned), Shapechange, Bound Lantern Archon, Ring of Splendid Security (for Potion of Healing), Shaman, Charm Monster,

Displayed: Ahtez,
Deck: 11 Discard: 5 Buried: 0
"Current Location: Hard to say
Hero Points Available/Used: 43863"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 6-6E?: Y"

Skills and Powers:
SKILLS

Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Light Armors
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([X] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)([X] or to add 1d6 to your check to defeat a barrier). ([X] or immediately after evading an encounter, to explore your location)
[X] When you play Ahtez for your combat check, add 1d6 [X] 2d6
[X] When you evade an encounter, you may put it under the top card of your location deck.


Ranger #6

Location Confusion:

Hangouts is down for me, so I post my understanding here.

For Zethas turn to be legal, She would have needed to move to the dunes when the last location closed, while Fumbus needs to go to the academy.

Looking back at the last few adventures it would be reasonable to assume that Harsk and Estra would go with Fumbus in such a scenario, while its aboslutely normal for Zetha to strike out on her own.

I will go forward with my turn assuming this to have happened.

Demiplane Shift when Fumbus moved to Loc 1 (Academy): 1d3 + 1 ⇒ (1) + 1 = 2
Location 1 is now Shrine, Sounds like a nice enough location, so I assume Zetha wont disturb it and stay at the other one.

New Location after Dune closes (1,3,4): 1d3 ⇒ 3 Throne room
Demiplane Shift when Zetha moves to new Loc 2 (Throne Room) (1,3): 1d2 ⇒ 2 Location 2 is now masquerading as a store House.

Post this in separation to my turn, so you can have a look at it


During This Adventure:

Adventure Path Setup:
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #.

Each character records the supports they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, 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.

Building the Vault: The vault should contain all level 0, 1, 2, 3, 4, 5, and 6cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, 2, and 3 non-Veteran banes and you may remove any Level 0, 1, 2, and 3 non-Veteran, non-blessing boons.

During This Scenario: 6-6E: The Lich's Legacy

Harrow: The Juggler - Suit: Keys

Setup:

Display the Perils and Harrows wildcards. Add any number of wildcards from them (minimum 1 from each card).

When building the locations, use the Small column, then shuffle in a number of monsters equal to the number of characters, plus a closing henchman Mysterious Relic - Proxy A and a closing henchman Planar Rift - Proxy B.

After building the locations, create a demiplane stack from a number of random locations other than Arena, Base, and Manor equal to 4 more than the number of characters.

When a location is closed and banished, build a random location from the demiplane stack, remove a random wild card, then add a new wildcard from the other displayed wildcard.

On your turn, after a bane is undefeated or after you move, exchange your current location card with a random card in the demiplane stack.

When a bane is defeated and would be banished, recharge it into its location instead.

To win, close a number of locations equal to 4 more than the number of characters.

Additional Rules: Danger:
Each time you encounter the danger, roll 2d6 on the High-Level Story Bane Roster to determine a random bane.
(1d6 = type / 1d6 =specific)
Story Bane Roster List

Villain:
None

Henchman (Closing):

Mysterious Relic - Proxy A:

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

Planar Rift - Proxy B:

Story Bane
Type: Barrier
Traits: Magic Obstacle Veteran
To Defeat: Combat 11+## OR Arcane Divine 6+#
Cannot be evaded. Before acting, a local character summons and encounters the danger. The difficulty to defeat is increased by the number of locations.

Active Peril / Harrows
1) Harrow of Books (Harrow) - when a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check to defeat is increased by 1d6.
2) HARROW OF HAMMERS (Harrows) - On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.

Demiplane - 1d4:

1) Academy
At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: On closing, each local character may heal a spell.

2) Shrine
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.

3) Storehouse
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.

4) Throne Room
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.

Locations Closed: 6 of 8

Scenario Level (#): 6

Turn: 10, Harsk/Kulko

Random Cards:

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

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

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

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


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

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

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

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

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

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

Spoiler:
Thundering Earthbreaker
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.

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

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

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

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


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

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


Spoiler:
Boneshatter
CotCT
Spell 6
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 14
For your combat check against a non-Incorporeal, non-Ooze monster, banish to use Arcane or Divine + 2d12; ignore the monster's after acting powers.

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


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

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

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

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

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

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

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

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

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


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

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

Spoiler:
Ring of Splendid Security
CotCT
Item 7
Traits:
Accessory
Loot
To Acquire:
Banish A Boon 0
When you suffer non-Combat damage, freely reveal to roll 1d4; on a result other than 1, reduce the damage by 5.
On your check against a bane, freely reload to add 7.

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

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

Spoiler:
Lyrune-quah Moon Maiden
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.

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

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

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


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

Spoiler:
Lady Despair
Core
Blessing 3
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead.

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

Spoiler:
The 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.

Hour Power: On your Strength check, add 2.

Current Hour:

The Bear:
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.

Hours Remaining: 19

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Estra/rhynndavrie:
Spoiler:
Hourglass Card 1 Estra/rhynndavrie
Achaekek's Claws
CotCT
Blessing 4
Traits:
Deity: Achaekek
Divine
When this is the hour: Before acting against a story bane monster, draw 1 card then discard 1 card.
To Acquire:
Intelligence
Craft 8
On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.
Hourglass Card 2 Fumbus/sirrogue:
Spoiler:
Hourglass Card 2 Fumbus/sirrogue
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Hourglass Card 3 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 3 Zetha/Chthonicthul
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hourglass Card 4 Harsk/Kulko:
Spoiler:
Hourglass Card 4 Harsk/Kulko
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 5 Estra/rhynndavrie:
Spoiler:
Hourglass Card 5 Estra/rhynndavrie
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Hourglass Card 6 Fumbus/sirrogue:
Spoiler:
Hourglass Card 6 Fumbus/sirrogue
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/Chthonicthul:
Spoiler:
Hourglass Card 7 Zetha/Chthonicthul
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 8 Harsk/Kulko:
Spoiler:
Hourglass Card 8 Harsk/Kulko
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 Estra/rhynndavrie:
Spoiler:
Hourglass Card 9 Estra/rhynndavrie
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 10 Fumbus/sirrogue:
Spoiler:
Hourglass Card 10 Fumbus/sirrogue
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 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 11 Zetha/Chthonicthul
The Liar
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Hourglass Card 12 Harsk/Kulko:
Spoiler:
Hourglass Card 12 Harsk/Kulko
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 13 Estra/rhynndavrie:
Spoiler:
Hourglass Card 13 Estra/rhynndavrie
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 14 Fumbus/sirrogue:
Spoiler:
Hourglass Card 14 Fumbus/sirrogue
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 15 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 15 Zetha/Chthonicthul
The Lady of Mysteries
Core
Blessing 3
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless.
On a check against an Undead bane, recharge to bless.
Discard to draw 3 cards, then recharge 3 cards, then you may explore.
Hourglass Card 16 Harsk/Kulko:
Spoiler:
Hourglass Card 16 Harsk/Kulko
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 17 Estra/rhynndavrie:
Spoiler:
Hourglass Card 17 Estra/rhynndavrie
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Hourglass Card 18 Fumbus/sirrogue:
Spoiler:
Hourglass Card 18 Fumbus/sirrogue
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Hourglass Card 19 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 19 Zetha/Chthonicthul
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.

Location #7: Academy Shrine
Sacred
Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M: 5 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Fumbus/sirrogue, Harsk/Kulko, Estra/rhynndavrie,

Academy Card 1:
Ember Ghoul
CotCT
Monster 5
Traits:
Ghoul
Undead
To Defeat:
Combat 20
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
Academy Card 2:
Troll
Core
Monster 2
Traits:
Troll
Veteran
To Defeat:
Combat 8+##
THEN Combat 10+##
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
Academy Card 3:
Sklar-quah Thundercaller
CotCT
Ally 4
Traits:
Human
Skald
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Barrier 0
Display. While displayed:
* On all Strength and Acrobatics checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Strength and Acrobatics checks, add 3.
Academy Card 4:
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.
Academy 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.
Academy Card 6:
Skeletal Minotaur
CotCT
Monster 5
Traits:
Skeleton
Undead
To Defeat:
Combat 23
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
Academy Card 7:
Cytillipede
CotCT
Monster 4
Traits:
Vermin
To Defeat:
Combat 16
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.
Academy Card 8:
Haughty Nobles
Core
Barrier 1
Traits:
Cache
Task
Veteran
To Defeat:
Charisma
Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
Academy Card 9:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Academy Card 10:
Infernal Warhounds
CotCT
Monster 6
Traits:
Outsider
To Defeat:
Combat 21
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
After the encounter, a random local character summons and encounters this monster.
Academy Card 11:
Ghastly Runes
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
Academy Card 12:
Divine Blaze
CotCT
Spell 4
Traits:
Attack
Divine
Fire
Magic
To Acquire:
Wisdom
Divine 12
For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.

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


Location #8: Throne Room Storehouse
Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.

M: 6 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Zetha/Chthonicthul, "Store House"

Throne Room Card 1:
Sneak
CotCT
Monster 0
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Throne Room 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.
Throne Room Card 3:
Hippogriff
CotCT
Ally 6
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 16
On a local combat check, recharge to add 2d4.
Discard to explore, or to move then explore. If you encounter a monster, recharge instead. You may not use this power during an encounter.
Throne Room Card 4:
Henchman Proxy B2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Throne Room Card 5:
Soul Mistress
CotCT
Monster 5
Traits:
Hag
Outsider
To Defeat:
Combat 21
Immune to Cold and Fire. Resistant to Attack.
When you discard cards as damage, you must first choose items.
If undefeated, suffer the scourge Plagued.
Throne Room Card 6:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Throne Room Card 7:
Icy Prison
CotCT
Spell 5
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0.

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

Throne Room Card 8:
Silver War Paint
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Throne Room Card 9:
Hippogriff Rider
CotCT
Monster 4
Traits:
AND
Animal
Human
Ranger
Trigger
To Defeat:
Combat 18
THEN Combat 17
OR Survival 11
None None None

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

Throne Room Card 10:
Manananggal
CotCT
Monster 5
Traits:
Undead
To Defeat:
Combat 20
THEN Combat 20
Immune to Mental and Poison.
Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
If undefeated, suffer the scourge Drained.
Throne Room Card 11:
Ash Giant Zombie
CotCT
Monster 5
Traits:
Undead
Zombie
To Defeat:
Combat 24
Immune to Cold, Electricity, Force, Mental, and Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Throne Room Card 12:
Dancing Dagger
CotCT
Weapon 6
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 17
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 2d4+3.
On a local combat check, freely reveal to add 1d4. You may use this power even if you have previously revealed this card on this check.


Ranger #6

Turn 10:Harsk
The Hour is The Bear
When this is the hour: On your Strength check, add 2.

Upon Reaching the Shrine Harsk is immediately besieged by the Shrines inhabitants, a Burning Ghould and a Troll,. He tries to play them off against each other but the Monster sniff out his ruse and decide to gang up on the party instead leaving quite a bit of damage.

Inside the shrine he finds the shrinekeeper attacked by an evil apparition, but is able to defeat it with Fumbus help. He receives a magic scroll for his efforts as well. The Shrinekeeper is vene able to point Estra to the planar rift letting all these Monsters in.

Start of Turn
Examine top card
Give Aspect of Monkey to Estra for savekeeping
Ember Ghoul
Reveal Deathbane Throwing Axe
Display Booneslayer

CtD Combat 20/25: 1d6 + 6 + 1d6 + 3 + 1d8 + 1d8 + 1d6 + 1d8 ⇒ (1) + 6 + (2) + 3 + (8) + (7) + (2) + (6) = 35 Defeated and recharge
Fortitude 8: 1d10 + 1 ⇒ (6) + 1 = 7 Failed Bury top card (Deathbane Light Crossbow)

Discard Our Lord in Iron to explore

Encounter troll
BYA take 1 compat Damage (Firepelt Cougar)
Reveal Deathbane Throwing Axe
Reveal Belt of Physical Might
Have Fumbus add Fire to the second roll

CtD Combat 20/25: 1d6 + 6 + 1d6 + 3 + 1d8 + 1d8 + 1d6 + 1d4 ⇒ (2) + 6 + (2) + 3 + (7) + (4) + (5) + (4) = 33
CtD Combat 24/29-4: 1d6 + 6 + 1d6 + 3 + 1d8 + 1d8 + 1d6 + 1d4 + 1d4 ⇒ (5) + 6 + (6) + 3 + (1) + (6) + (3) + (3) + (1) = 34 Defeated and recharged

Discard Achaekeks Claws to explore

Encounter Sklar-quah Thundercaller
Encounter a Barrier to Acquire
Phantasmal Apparition
Quaff a potion of eagle Eye from Fumbus.

Perception 10: 1d6 + 5 + 1d4 ⇒ (4) + 5 + (3) = 12 Defeated, Thundercaller Acquired

Examine top two cards because of Barrier defeated
Enchant weapon
Planar Rift - Henchman
Discarad Thundercaller to explore and autosucceed at Acquiring Enchanct weapon

End of Turn
Recharge Boneslayer
Estra discards Nightspear to heal me 1d4+1 Allies and Blessings

Cards healed: 1d4 + 1 ⇒ (1) + 1 = 2 Firepelt Cougar and our lord in Iron

reset Hand

Harsk wrote:

Hand: Belt of Physical Might, The Savored Sting, Enchant Weapon (Acq), Ring of Energy Resistance, Old Deadeye, Deathbane Throwing Axe, Sergeant-at-arms,

Displayed: White War Paint,
Deck: 12 Discard: 3 Buried: 1
Hero Points: 2
Box Reroll Used: No // Harsk has the following scourges marked:
Entangled:
While Marked:
You cannot evade or move.

When your location is closed, remove this scourge.


NOTES:
Available Support: Harsk can give 1d6 to any combat check

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Boots of Friendly Terrain, Guardian Bow, Hippogriff, Shoanti Barbarian Hide, Firepelt Cougar, Bearskin Armor, Wolverine (Acq), Achaekek's Claws (Loot), Skoan-quah Boneslayer, Seeking Longbow, Vindicator, Our Lord in Iron
Recharged:
Discard Pile: Wayfinder, Achaekek's Claws, Sklar-quah Thundercaller (Acq),
Buried Pile: Deathbane Light Crossbow +1,

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged: Dexterity +2
Constitution d10 ☐ +1 ☐ +2
Fortitude:Constitution+1
Intelligence d6 ☐ +1
Wisdom d6 ☑ +1 ☑ +2 ☑ +3
Perception : Wisdom +2
Survival : Wisdom +3
Charisma d4 ☐ +1

Upgraded Supporters:
Pathfinder Chronicler, Boors, Ketrik, Jayna Lemore, Moise

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapon
POWERS:
On any combat check, you may recharge a card or reload a weapon to add 1d4 ([x] 1d6).
On your check that invokes the Axe or Bow trait, add 1d6 ([X] 1d8); against a Giant ([] or Aberration or Dragon) monster, add another 1d4 ([]1d8).
At the ([X]start or) end of your turn, you may examine the top card ([]or 2 cards) of your location. ([X ] Then, you may shuffle your location.)
[X]When you defeat a monster, you may remove 1 of your scourges.
[] When a local character fails to defeat a story bane or an Aberration, Dragon, or Giant monster, you may reload it into its location instead of shuffling it ([] or you may avenge by recharging a weapon).

Upkeep
Shrine #1,2 Banished
Shrine #3,4 Acquired
Shrine #5 Known
Fumbus Power used twice
Estras Discards Nightspear to heal
Everybody Needs to take CON/FORT8 or bury the top card of his deck
Everybody takes 1 Combat damage


Deckhandler

First, Zetha drew a card for Storehouse power.

Zetha banishes Mercenary to use Stealth instead of Constitution to auto-succeed at Ember Ghoul AYA Constitution check

Zetha wrote:

Hand: Cayden Cailean's Revelry (acquired), Eagle Aerie, Scarlet Walker (summoned), Shapechange, Bound Lantern Archon, Ring of Splendid Security (for Potion of Healing), Shaman, Charm Monster,

Displayed: Ahtez,
Deck: 10 Discard: 5 Buried: 0
"Current Location: Storehouse
Hero Points Available/Used: 43863"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 6-6E?: Y"

Skills and Powers:
SKILLS

Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Light Armors
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([X] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)([X] or to add 1d6 to your check to defeat a barrier). ([X] or immediately after evading an encounter, to explore your location)
[X] When you play Ahtez for your combat check, add 1d6 [X] 2d6
[X] When you evade an encounter, you may put it under the top card of your location deck.


On Harsk's turn, Fumbus recharges Wyvern Poison and Potion of Heroism for alchemical aid and swigs Elixir of Focus himself to ace Con check and avoid burying a card. Then takes 1 damage to the Deathtrap in a Jar. Ouch!


Estra's Deckhandler

Fumbus ends his turn.

Estra, Spiritual Counselor attempts to recover all cards in her Recovery pile.
Psychic Surgery: Perception 13: 1d10 + 6 + 1d4 ⇒ (9) + 6 + (1) = 16 -> Psychic Surgery recharged.

During Harsk's turn:[/b]
Ember-BYA: Con 6: 1d6 + 1d4 ⇒ (5) + (4) = 9 [ooc]Surprising success!

Discard Firepelt Cougar for Troll damage.
Discard Nightspear to heal Harsk's allies/blessings.

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

Turn 11, Achaekek's Claws
Hour Power: Before acting against a story bane monster, draw 1 card then discard 1 card.

With Harsk having scouted the way, Estra heads towards the Planer Rift.

Before Acting against Planer Rift (story bane - draw 1, discard 1) - Draw Divine Blaze, discard Darb Tuttle.

BYA random character summons and encounters the danger.
Random Character: 1d3 ⇒ 2 Estra, well at least I picked up a combat spell...

Danger: 2d6 ⇒ (2, 4) = 6 2. Assassin / 4. Cinnabar
BYA Story Bane - draw Divine Fortune, discard Zellara's Harrow Deck.
Cinnabar-BYA Damage: 1d6 ⇒ 5 Blah, well that was terrible, discard hand...I don't think we need to beat this guy to do anything, so just going to let him pound on me. Oh also Wounded...is there an achievement for taking 27+1d6-1d4 points of damage... =) Oh, right Hammers...discard two more Urgathoa's Gluttony and Ghost Whip.

Estra is so focused on the Planar Rift that she isn't prepared when an Assassin jumps out, dealing her a grievous wound before jumping back through the portal. Estra staggers, but doubles down her effort to close the rift.

Planar Rift-CtD: Divine 14: 1d10 + 8 + 1d4 ⇒ (6) + 8 + (1) = 15 Defeated, banished.

Knowing what she is doing helps, especially with a little aid from the divine nature of this Demiplane. She again is able to disrupt the rift and close it.

Shrine-CtC: Divine 11: 1d10 + 8 + 1d4 ⇒ (8) + 8 + (4) = 20 Closed, drawing a Blessing on close - Gozreh's Growth.

Wildcard Shift: 1d2 ⇒ 1 Harrow of Books drops off / Ablaze returns.

Demiplane built - Academy/Throne Room: 1d2 ⇒ 1 Academy

Estra limps over to the Academy as it shifts to the Throne Room. Entirely wiped after the unexpected attack.

Ablaze: 1d4 - 2 ⇒ (3) - 2 = 1 Empty hand so it matters not.

Estra resets her hand.

Estra, Spiritual Counselor wrote:

Hand: Boneshatter, Hypercognition, Falcon Crown, Wand of Restorative Touch, Magistrate, Gozreh's Growth, Blessing of the Lady of Graves,

Displayed: Third Eye, Steal Soul,
Deck: 2 Discard: 13 Buried: 2
Hero Points: 3
Box Reroll Used: N // Estra, Spiritual Counselor has the following scourges marked:
Wounded:
While Marked:
At the start of your turn, discard the top card of your deck.

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


NOTES:
Available Support: Magistrate - 1d8 to local Int/Wis/Dip
Hypercognition - 1 die to Int/Wis/Cha for a turn

Use blessings if it won't kill me. =)
Movement: Estra will move with the group on location close.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Dominate, Psychic Surgery,
Discard Pile: The Marriage, Staff of Dark Flame, Nightspear, Firepelt Cougar, Darb Tuttle, Zellara's Harrow Deck, Aspect of the Monkey, Divine Blaze, Honaire, Pious Healer, Divine Fortune, Urgathoa's Gluttony, Ghost Whip,
Buried Pile: The All-Seeing Eye, Stone-shard Breastplate,

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wisdom +2
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
Diplomacy: Charisma +3

Favored Card: Honaire
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Divine, Light Armor
POWERS:
At the end of your move step, you may examine the top card of your location. (□ If the card has a power that happens when examined, you may instead shuffle a card into your deck to ignore the power.) You may bury (■ or discard) a card to encounter the card; during this encounter, add 1d6 (□ +1) to your Strength, Dexterity, and Constitution checks.
When you succeed at a combat(■ or Charisma) check, you may draw a card (□ or shuffle a random card from your discard pile into your deck).
■ When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, reload it.
■ At the start of your turn, you may exchange an ally (□ or a blessing) in your hand with an ally in your discard pile.
■ Gain the skill Diplomacy: Charisma +3
□ Instead of the first exploration of your turn, each character at your location may shuffle a random ally from his discard pile into his deck.


----------

Ouch...using Wand of Restoration on myself at the start of Fumbus's turn.

Heal Estra: 1d4 + 1 ⇒ (3) + 1 = 4 Estra, Spiritual Counselor is healed for 4: (Staff of Dark Flame, Divine Fortune, Zellara's Harrow Deck, Pious Healer). Remove 2 scourges. Deck shuffled.


During This Adventure:

Adventure Path Setup:
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #.

Each character records the supports they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, 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.

Building the Vault: The vault should contain all level 0, 1, 2, 3, 4, 5, and 6cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, 2, and 3 non-Veteran banes and you may remove any Level 0, 1, 2, and 3 non-Veteran, non-blessing boons.

During This Scenario: 6-6E: The Lich's Legacy

Harrow: The Juggler - Suit: Keys

Setup:

Display the Perils and Harrows wildcards. Add any number of wildcards from them (minimum 1 from each card).

When building the locations, use the Small column, then shuffle in a number of monsters equal to the number of characters, plus a closing henchman Mysterious Relic - Proxy A and a closing henchman Planar Rift - Proxy B.

After building the locations, create a demiplane stack from a number of random locations other than Arena, Base, and Manor equal to 4 more than the number of characters.

When a location is closed and banished, build a random location from the demiplane stack, remove a random wild card, then add a new wildcard from the other displayed wildcard.

On your turn, after a bane is undefeated or after you move, exchange your current location card with a random card in the demiplane stack.

When a bane is defeated and would be banished, recharge it into its location instead.

To win, close a number of locations equal to 4 more than the number of characters.

Additional Rules: Danger:
Each time you encounter the danger, roll 2d6 on the High-Level Story Bane Roster to determine a random bane.
(1d6 = type / 1d6 =specific)
Story Bane Roster List

Villain:
None

Henchman (Closing):

Mysterious Relic - Proxy A:

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

Planar Rift - Proxy B:

Story Bane
Type: Barrier
Traits: Magic Obstacle Veteran
To Defeat: Combat 11+## OR Arcane Divine 6+#
Cannot be evaded. Before acting, a local character summons and encounters the danger. The difficulty to defeat is increased by the number of locations.

Active Peril / Harrows
1) ABLAZE (Perils) - At the end of your turn, suffer 1d4-2 Fire damage.
2) HARROW OF HAMMERS (Harrows) - On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.

Demiplane - 1d3:

1) Academy
At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: On closing, each local character may heal a spell.

2) Storehouse
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.

3) Throne Room
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.

Locations Closed: 7 of 8

Scenario Level (#): 6

Turn: 12, Fumbus/sirrogue

Random Cards:

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

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


Spoiler:
Gargoyle
CotCT
Monster 4
Traits:
Gargoyle
To Defeat:
Combat 21
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.

Spoiler:
Mobogo
CotCT
Monster 6
Traits:
Aberration
To Defeat:
Combat 25
Before acting, 2 local characters summon and encounter the story bane Boggard Champion.
The difficulty to defeat is increased by twice your number of scourge markers.

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

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

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

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

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

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

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

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

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

Spoiler:
Guardian Bow
CotCT
Weapon 6
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 15
For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge.
After playing this weapon, you may not play an Offhand boon this encounter.

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

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

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


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

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


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

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


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

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


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

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

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

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

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

Items
Spoiler:
Lyre of Storms
CotCT
Item 6
Traits:
Instrument
Magic
To Acquire:
Charisma
Divine 12
On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity.
At the end of any turn, discard this card to let any number of other characters move.

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

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

Spoiler:
Ring of Splendid Security
CotCT
Item 7
Traits:
Accessory
Loot
To Acquire:
Banish A Boon 0
When you suffer non-Combat damage, freely reveal to roll 1d4; on a result other than 1, reduce the damage by 5.
On your check against a bane, freely reload to add 7.

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

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

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


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

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

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


Spoiler:
Lyrune-quah Moon Maiden
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.

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

Spoiler:
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.

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:
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

Spoiler:
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 to acquire a boon, add 1d6; if you succeed, bury the boon.

Current Hour:

Urgathoa's Gluttony:
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.

Hours Remaining: 17

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 1 Zetha/Chthonicthul
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hourglass Card 2 Harsk/Kulko:
Spoiler:
Hourglass Card 2 Harsk/Kulko
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 Estra/rhynndavrie:
Spoiler:
Hourglass Card 3 Estra/rhynndavrie
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Hourglass Card 4 Fumbus/sirrogue:
Spoiler:
Hourglass Card 4 Fumbus/sirrogue
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 5 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 5 Zetha/Chthonicthul
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 6 Harsk/Kulko:
Spoiler:
Hourglass Card 6 Harsk/Kulko
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 Estra/rhynndavrie:
Spoiler:
Hourglass Card 7 Estra/rhynndavrie
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 8 Fumbus/sirrogue:
Spoiler:
Hourglass Card 8 Fumbus/sirrogue
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Hourglass Card 9 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 9 Zetha/Chthonicthul
The Liar
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Hourglass Card 10 Harsk/Kulko:
Spoiler:
Hourglass Card 10 Harsk/Kulko
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 Estra/rhynndavrie:
Spoiler:
Hourglass Card 11 Estra/rhynndavrie
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 12 Fumbus/sirrogue:
Spoiler:
Hourglass Card 12 Fumbus/sirrogue
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 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 13 Zetha/Chthonicthul
The Lady of Mysteries
Core
Blessing 3
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless.
On a check against an Undead bane, recharge to bless.
Discard to draw 3 cards, then recharge 3 cards, then you may explore.
Hourglass Card 14 Harsk/Kulko:
Spoiler:
Hourglass Card 14 Harsk/Kulko
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 15 Estra/rhynndavrie:
Spoiler:
Hourglass Card 15 Estra/rhynndavrie
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Hourglass Card 16 Fumbus/sirrogue:
Spoiler:
Hourglass Card 16 Fumbus/sirrogue
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
Hourglass Card 17 Zetha/Chthonicthul:
Spoiler:
Hourglass Card 17 Zetha/Chthonicthul
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.

Location #8: Throne RoomStorehouse
Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 6 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Zetha/Chthonicthul, "Store House"

Throne Room Card 1:
Sneak
CotCT
Monster 0
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Throne Room 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.
Throne Room Card 3:
Hippogriff
CotCT
Ally 6
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 16
On a local combat check, recharge to add 2d4.
Discard to explore, or to move then explore. If you encounter a monster, recharge instead. You may not use this power during an encounter.
Throne Room Card 4:
Henchman Proxy B2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Throne Room Card 5:
Soul Mistress
CotCT
Monster 5
Traits:
Hag
Outsider
To Defeat:
Combat 21
Immune to Cold and Fire. Resistant to Attack.
When you discard cards as damage, you must first choose items.
If undefeated, suffer the scourge Plagued.
Throne Room Card 6:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Throne Room Card 7:
Icy Prison
CotCT
Spell 5
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0.

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

Throne Room Card 8:
Silver War Paint
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Throne Room Card 9:
Hippogriff Rider
CotCT
Monster 4
Traits:
AND
Animal
Human
Ranger
Trigger
To Defeat:
Combat 18
THEN Combat 17
OR Survival 11
None None None

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

Throne Room Card 10:
Manananggal
CotCT
Monster 5
Traits:
Undead
To Defeat:
Combat 20
THEN Combat 20
Immune to Mental and Poison.
Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
If undefeated, suffer the scourge Drained.
Throne Room Card 11:
Ash Giant Zombie
CotCT
Monster 5
Traits:
Undead
Zombie
To Defeat:
Combat 24
Immune to Cold, Electricity, Force, Mental, and Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Throne Room Card 12:
Dancing Dagger
CotCT
Weapon 6
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 17
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 2d4+3.
On a local combat check, freely reveal to add 1d4. You may use this power even if you have previously revealed this card on this check.

Location #9: AcademyThrone 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: 5 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Fumbus/sirrogue, Harsk/Kulko, Estra/rhynndavrie, "Throne Room"
Academy Card 1:
Good Omen
Core
Spell 1
Traits:
Arcane
Divine
Magic
Mental
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Academy Card 2:
Dybbuk
CotCT
Monster 5
Traits:
Incorporeal
Undead
To Defeat:
Combat 22
Immune to Mental and Poison.
Resistant to Attack.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, choose them randomly.
Academy Card 3:
Immortal Ichor
CotCT
Monster 6
Traits:
Ooze
To Defeat:
Combat 23
Immune to Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison. Resistant to Cold.
Before acting, each local character suffers Combat damage equal to the number of allies in their hand.
If undefeated, banish a random ally from your discards, then a random local character summons and encounters the story bane Zombie Minions.
Academy Card 4:
Warsworn
CotCT
Monster 6
Traits:
Undead
To Defeat:
Combat 26
Immune to Mental and Poison.
Before acting, each local character suffers Combat damage equal to the number of weapons and armors in their hand and displayed cards.
If undefeated, suffer the scourge Drained.
Academy Card 5:
Flanking Attack
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Academy Card 6:
Ancient Black Dragon
CotCT
Monster 6
Traits:
Acid
Dragon
To Defeat:
Combat 28
OR Diplomacy 18
Immune to Acid. All damage is Acid.
Before acting, each local character must succeed at a Dexterity or Acrobatics 11 check or suffer 1d4 damage and the scourge Wounded.
Academy Card 7:
Shapechange
CotCT
Spell 6
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
At the start of your turn, choose 1. Until the start of the next turn:
* Your Strength, Dexterity, and Constitution skills are 1d12+2.
* Your hand size is 3.
* Your hand size is 7.
* Your hand size is 10.
* At the end of the scenario, banish; if proficient, discard instead.
Academy Card 8:
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.
Academy 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.
Academy Card 10:
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.
Academy Card 11:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Academy Card 12:
Asyra
CotCT
Ally 5
Traits:
Arcane
Eidolon
Outsider
Promo
To Acquire:
Arcane
Divine 13
On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word bury in this power as 'discard.'
Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.


Turn 12, now is the hour of Urgathoa's Gluttony.
While this is the hour:
On your check to acquire a boon, add 1d6; if you succeed, bury the boon.

Fumbus peer into Throne Academy Room with Third Eye and see scroll of Card 1: Good Omen on bookshelf. Magic! Free encounter!

Good Omen CtA Arcane 6: 1d8 + 4 ⇒ (5) + 4 = 9 Success!

Fumbus excited to pick up something useful, but nasty sloth good snatch it away (buried, per hour). Hurumph. Fumbus take look around with first and second eyes, and discover Academy Throne haunted by Card 2: Ghost! Fumbus low on ingredients for Lab Accident, but Fuse Grenade not magicky, so accidenty grenade will have to do. Maybe Publican will help out.

Ghost CtD Combat 23: 3d8 + 4 + 1d8 + 1 + 1d6 ⇒ (6, 3, 5) + 4 + (4) + 1 + (5) = 28 Success!

Fumbus use all resources, but manage to splode spirit. Time for resties!

Fumbus, Fumbler attempts to recover all cards in their Recovery pile.
Lab Accident: Craft 16: 1d8 + 6 ⇒ (6) + 6 = 12 -> Lab Accident discarded.
Elixir of Focus: Craft 10: 1d8 + 6 ⇒ (8) + 6 = 14 -> Elixir of Focus recharged.

"

Fumbus, Fumbler wrote:

Hand: Galvanic Kopis +2, Dragon's Breath, Achaekek's Claws, Flensing Jelly, The Carnival, Acidic Bolas, The Savored Sting,

Displayed: Shadowcount Sial, Third Eye,
Deck: 9 Discard: 4 Buried: 3
Hero Points: 3
NOTES:
Available Support: Power: 1d4 & Acid, Fire, or Poison to ANY local check
Achaekek: freely recharge to bless against story bane
Savored Sting: recharge to bless
Flensing Jelly: 1d6 vs. Combat or Lock or Obstacle
Carnival: bless and flip 1 die
Movement: Move Fumbus with the party if location closes.
Die reroll for 6-6E used? NO
Other: Hi, me Fumbus! You may bot Fumbus if guarding is needed!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Elixir of Energy Resistance, Corrosion, Ambrosia, Blackfingers, Alkali Flask
Recharged: Wyvern Poison, Potion of Heroism, Elixir of Focus, Fuse Grenade,
Discard Pile: Twitch Tonic, Deathtrap in a Jar, The Publican, Lab Accident,
Buried Pile: Liquid Persuasion, Steel Ibis Lamellar, Good Omen,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +0
Ranged: Dexterity +1 (4)
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
Craft: Intelligence +3 (6)
Arcane: Intelligence +1 (4)
Wisdom d4 ☐ +1
Charisma d6 ☐ +1 ☐ +2

Favored Card: Alchemical Item or Attack Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Alchemical
POWERS:
On a local combat check ([X] or a local check to defeat an Obstacle or Trap barrier) ([X] or any local check), you may discard a card ([X] or recharge an Alchemical or Attack card) to add 1d4 and the Acid, Fire, or Poison trait.
During recovery, when you would banish an Alchemical boon or an Arcane Attack spell, you may discard it instead. (☐ Then you may recharge a new Alchemical item whose level is 0.)
[X] On your check that invokes Acid, Fire, or Poison, add 1d6. ([X] if your check invokes more than 1 of those traits, add another 1d6).
☐ At the start of your check, you may draw a card. If you do not play it by the end of the check, recharge it and suffer the scourge Poisoned.
[X] Treat your powers as if the words ""Acid, Fire, or Poison"" were ""Acid, Cold, Electricity, Fire, or Poison.""

UPKEEP:
Academy/Throne Room Card 1 ACQUIRED (more or less).
Academy/Throne Room Card 2 BANISHED.


Deckhandler

Zetha keeps her Mercenary after all.
Next, forgot to roll for Ablaze last turn: 1d4 - 2 ⇒ (1) - 2 = -1 Healed for one! Joke.

Turn 13: Zetha/The Owl

At the start of the turn, Zetha draws Bloodbug Swarm and Gargoyle for character power.

Explore Storehouse Card #1: Sneak
Perception 13 for Sneak BYA, NOW banishing Mercenary to use Stealth: 1d10 + 4 + 3 ⇒ (4) + 4 + 3 = 11 Failure. Discard Eagle Aerie
Combat 21 to defeat Sneak, using Stealth plus adventure deck number and 2d6 for Ahtez power: 1d10 + 4 + 3 + 6 + 2d6 ⇒ (7) + 4 + 3 + 6 + (6, 5) = 31 Defeated; recharged

Discard Shaman to explore Storehouse Card #2: Ghost. Ah, shoot. Zetha has no way to add Magic to her check; banish Bloodbug Swarm to evade.

This dreamspace is exhausting, with all sort of things continually popping out of the woodwork to attack. Zetha wonders if this might be her last adventure wirth her companions after all.

Ablaze this turn: 1d4 - 2 ⇒ (2) - 2 = 0 Yay!
Reset hand and end turn.

Zetha wrote:

Hand: Cayden Cailean's Revelry (acquired), Gargoyle (summoned), Scarlet Walker (summoned), Shapechange, Bound Lantern Archon, Ring of Splendid Security (for Potion of Healing), Arcane Cannonade, Charm Monster, Cat,

Displayed: Ahtez,
Deck: 9 Discard: 7 Buried: 0
"Current Location: Storehouse
Hero Points Available/Used: 43863"
"NOTES:
Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 6-6E?: Y"

Skills and Powers:
SKILLS

Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Light Armors
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([X] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move)([X] or to add 1d6 to your check to defeat a barrier). ([X] or immediately after evading an encounter, to explore your location)
[X] When you play Ahtez for your combat check, add 1d6 [X] 2d6
[X] When you evade an encounter, you may put it under the top card of your location deck.


Ranger #6

Turn 14:Harsk
The Hour is Orison
When this is the hour No effect.

Start of Turn
Examine top card
Immortal Ichor well I can beat it so lets do that
Free explore
ByA each local character suffers Combat damage equal to the number of allies in their hand.
Take 1 Combat damage Discard Enchant weapon
Reveal Deathbane Throwing axe
Reveal Belt of Pysical might
Discard Old Deadeye to bless twice

CtD Combat 23/28: 3d6 + 6 + 1d6 + 3 + 1d8 + 1d4 ⇒ (6, 5, 2) + 6 + (2) + 3 + (7) + (4) = 35 Soundly defeated and Recharged

Discard Seargeant at arms to explore
Warsworn
Before acting, each local character suffers Combat damage equal to the number of weapons and armors in their hand and displayed cards.
Discard Ring of Energy resistance
Reveal Deathbane Throwing axe
Reveal Belt of Pysical might
Recharge Savored Sting to bless

CtD Combat 26/31: 2d6 + 6 + 1d6 + 3 + 1d8 + 1d8 + 1d4 + 1d8 ⇒ (3, 1) + 6 + (5) + 3 + (1) + (3) + (4) + (7) = 33 Soundly defeated and Recharged

End of Turn
Ablaze Damage: 1d4 - 2 ⇒ (3) - 2 = 1 Discard Deathbane Throwing axe
reset Hand
No weapon Grrrr

Harsk wrote:

Hand: Belt of Physical Might, Our Lord in Iron, Wolverine (Acq), Bearskin Armor, Shoanti Barbarian Hide, Boots of Friendly Terrain, Skoan-quah Boneslayer,

Displayed: White War Paint,
Deck: 7 Discard: 8 Buried: 1
Hero Points: 2
Box Reroll Used: No // Harsk has the following scourges marked:
Entangled:
While Marked:
You cannot evade or move.

When your location is closed, remove this scourge.


NOTES:
Available Support: Harsk can give 1d6 to any combat check

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Achaekek's Claws (Loot), Seeking Longbow, Guardian Bow, Firepelt Cougar, Hippogriff, Vindicator
Recharged: The Savored Sting,
Discard Pile: Wayfinder, Old Deadeye, Enchant Weapon (Acq), Achaekek's Claws, Sklar-quah Thundercaller (Acq), Sergeant-at-arms, Ring of Energy Resistance, Deathbane Throwing Axe,
Buried Pile: Deathbane Light Crossbow +1,

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged: Dexterity +2
Constitution d10 ☐ +1 ☐ +2
Fortitude:Constitution+1
Intelligence d6 ☐ +1
Wisdom d6 ☑ +1 ☑ +2 ☑ +3
Perception : Wisdom +2
Survival : Wisdom +3
Charisma d4 ☐ +1

Upgraded Supporters:
Pathfinder Chronicler, Boors, Ketrik, Jayna Lemore, Moise

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapon
POWERS:
On any combat check, you may recharge a card or reload a weapon to add 1d4 ([x] 1d6).
On your check that invokes the Axe or Bow trait, add 1d6 ([X] 1d8); against a Giant ([] or Aberration or Dragon) monster, add another 1d4 ([]1d8).
At the ([X]start or) end of your turn, you may examine the top card ([]or 2 cards) of your location. ([X ] Then, you may shuffle your location.)
[X]When you defeat a monster, you may remove 1 of your scourges.
[] When a local character fails to defeat a story bane or an Aberration, Dragon, or Giant monster, you may reload it into its location instead of shuffling it ([] or you may avenge by recharging a weapon).

Upkeep
Academy #3,4 recharged
Estra and Fumbus take the following damage
1 combat damage per allie in hand
1 Combat damage per weapon and Armor in hand or displayed


Estra's Deckhandler

Fumbus ends his turn.

Estra, Spiritual Counselor attempts to recover all cards in her Recovery pile.
Wand of Restorative Touch: Divine 12: 1d10 + 6 + 1d4 ⇒ (9) + 6 + (3) = 18 -> Wand of Restorative Touch recharged discarded.

During Harsk's turn, recharge Falcon helm to soak combat damage of 1 for Magistrate. No additional armor in hand for second BYA.

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

Turn 15, The Publican
Hour Power: When you would discard an ally, recharge it instead.

Estra heads into the "Throne Room" with it flickering at the edges. So far it hasn't revealed the relic or rift that seems to somewhat anchor the area in this demiplane, but perhaps she will be able to spot its hiding place with her Sight. She peers ahead with her third eye and instead spots an impending ambush. Flanking Attack!

Estra ponders what they have come through already and thinks it might be worth calling this location too heavily fortified and joining Zetha. She takes a moment to discuss.

A brief discussion results in a consensus that joining forces with Zetha will yield the best results. Estra marks the ambush location and steps aside to let Fumbus lead them.

Estra ends her turn.

Ablaze: 1d4 - 2 ⇒ (1) - 2 = -1 No effect.

Estra resets her hand drawing both Pious Healer and more importantly Psychic Surgery. At start of Fumbus's turn she'll use the latter on herself. Estra, Spiritual Counselor is healed for 6: (Honaire, Nightspear, Darb Tuttle, Urgathoa's Gluttony, The Marriage, Aspect of the Monkey). Deck shuffled - Honaire is set aside and reloaded per character power.

Here's current hand after that beginning of turn action.

Estra, Spiritual Counselor wrote:

Hand: Boneshatter, Hypercognition, Pious Healer, Magistrate, Gozreh's Growth, Blessing of the Lady of Graves,

Displayed: Third Eye, Steal Soul,
Deck: 12 Discard: 3 Buried: 2
Hero Points: 3
Box Reroll Used: N
NOTES:
Available Support: Magistrate - 1d8 to local Int/Wis/Dip
Hypercognition - 1 die to Int/Wis/Cha for a turn
Pious Healer - heal 1d4+2 local
Use blessings if it won't kill me. =)
Movement: Estra will move with the group on location close.

Deck, Discard, Buried:

Reloaded: Honaire,
Middle of Deck (Unknown Order): Staff of Dark Flame, Nightspear, Dominate, Falcon Crown, Wand of Restorative Touch, Urgathoa's Gluttony, Darb Tuttle, Divine Fortune, The Marriage, Aspect of the Monkey, Zellara's Harrow Deck
Recharged:
Discard Pile: Firepelt Cougar, Divine Blaze, Ghost Whip,
Buried Pile: The All-Seeing Eye, Stone-shard Breastplate,

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wisdom +2
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
Diplomacy: Charisma +3

Favored Card: Honaire
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Divine, Light Armor
POWERS:
At the end of your move step, you may examine the top card of your location. (□ If the card has a power that happens when examined, you may instead shuffle a card into your deck to ignore the power.) You may bury (■ or discard) a card to encounter the card; during this encounter, add 1d6 (□ +1) to your Strength, Dexterity, and Constitution checks.
When you succeed at a combat(■ or Charisma) check, you may draw a card (□ or shuffle a random card from your discard pile into your deck).
■ When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, reload it.
■ At the start of your turn, you may exchange an ally (□ or a blessing) in your hand with an ally in your discard pile.
■ Gain the skill Diplomacy: Charisma +3
□ Instead of the first exploration of your turn, each character at your location may shuffle a random ally from his discard pile into his deck.


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