[ACG] [Outpost III] A Night at Bloodthorne Manor - EmpTyger (Inactive)

Game Master EmpTyger

Adventure Deck Number: 4

  • Enora/Bigguyinblack
  • Raheli/Nathan Davis
  • Balazar/Iceman
  • Radovan/Abraham Z.
  • Kess/wkover

When you close your location, remove a Perils wildcard of your choice.

Reward powers:
On your check, you may recharge 4 cards to add 1d4 and the Magic trait.

At the end of your turn, if your location has 3 or fewer cards, you may examine the top card of your location.

Scourges:
Dazed
Spoiler:
You may not examine locations.
If you explored this turn, you may not explore again.
If you didn’t suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge.

Drained
Spoiler:
On your checks, subtract 1 from each die rolled.
At the end of your turn, you may bury a Divine boon to remove this scourge.

Entangled
Spoiler:
You cannot evade or move.
When your location is closed, remove this scourge.

Exhausted
Spoiler:
On each check or step, you may play no more than 1 boon.
At the start of your move step, you may end your turn to remove this scourge.

Frightened
Spoiler:
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
When your location is closed, you may remove this scourge.

Honor-Tested
Spoiler:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.

Plagued
Spoiler:
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.

Poisoned
Spoiler:
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead.

Wounded
Spoiler:
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.

Summoned Story Banes:
Ancient Skeleton
Spoiler:
Monster Story Bane 1

Traits:
Undead
Skeleton
Veteran

To Defeat:
Combat 11+##

Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning.
Before acting, either recharge a Divine card or suffer 1 Combat damage.


Monstrous Spider
Spoiler:
Monster Story Bane 0

Traits:
Vermin
Veteran

To Defeat:
Combat 10+##

Cannot be evaded.
All damage is Poison.
Before acting, succeed at a Strength, Acrobatics, or Perception 3+# check or suffer the scourge Entangled.
If undefeated, suffer the scourge Poisoned.


Zombie Minions
Spoiler:
Monster Story Bane 1

Traits:
Undead
Zombie
Veteran

To Defeat:
Combat 9
THEN
Combat 11+#

Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.


Party Tracker


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EmpTyger's table for A Night at Bloodthorne Manor!
This is part of the Outpost III event, to begin Monday, March 30.


Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

Starting hand:

Radovan 4.0 wrote:

Hand: Deadeye Pistol +1, Alaeron, Zae, Appleslayer, The Savored Sting, Blessing of Abadar,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 1
Paizo merch reroll: Available
NOTES:
Available Support: Blessings and other cards are available unless stated otherwise.

Alaeron: Discard this card to add 1d6 and the Fire or Poison trait to a combat check by a character at your location.

Blessing of Abadar: +2 dice vs barriers

Savored Sting: On a local check, recharge to bless. To let any character avenge, recharge.
Movement: If location closes, move to:

Other: If you are local to Radovan and you are dealt dmg by a bane, even if it's reduced to 0, please note it; Radovan displays a monster once/turn when this happens.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Red Mantis Mask, Sands of the Hour, Old Deadeye, Rodrick, Shark Skin Armor, Blessing of the Elements, Hrym, Snick, Grogul, Humanbane Rapier, Spider Venom, Poisoned Bullets
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Disable: Dex +2
Stealth: Dex +2
Acrobatics: Dex +2 (Quang)
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude = Con +2 (Norge)
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Diplomacy: Cha +2
Perception = Diplomacy (i.e. Cha +2) (Fell Viridio)

Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:

  • At the start of the scenario, display any 1 devil form ([X] or 2 devil forms) ([X] or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
  • Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
  • Reduce Fire, Poison, or Ranged Combat damage (☐ or damage dealt by a summoned monster) dealt to you (☐ or to a character at your location) by 1 (☐ 2) (☐ 3).
    ☐ When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
    ☐ When a monster encountered by a character at your location is undefeated (☐ or when you defeat a monster), display a monster from the box next to a displayed devil form.
  • Quang: you may evade your encounter.
  • Quang: When you acquire a boon, you may display it next to this card.
  • Quang: On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number.
  • Norge: reduce Fire damage dealt to you to 0.
  • Norge: Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
  • Norge: On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number.
  • Fell Viridio: reduce Poison damage dealt to you to 0.
  • Fell Viridio: Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
  • Fell Viridio: On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number.


  • Standalone Adventure 1: A Night at Bloodthorne Manor

    Her breath caught in her throat. Her palms slipped, too sweaty to grasp the door handle glimmering in the setting sun. For a moment, she hesitated... but the snickering of her companions spurred her. She wiped her hand on her shirt, straightened her shoulders, and barged into the abandoned manor.

    Her sister and friends had teased her about being afraid to open the door. She let the door swing nearly closed. Utterly silent, she waited, listening to them whisper outside.

    “Mally?” her sister called, tentatively. “Are you okay in there?”

    Mally stifled a giggle and held perfectly still.

    The door squeaked again. Henda, her older sister, peeked inside. Her face pinched with worry, Henda was blinded by the setting sun. As she turned to speak to the others, Mally took her chance, leaping forward with a blood-curdling shriek.

    Henda’s scream hurt Mally’s ears. She collapsed in a fit of giggles as Henda clung to her friend Tilso.

    “Are you okay?” The dwarven boy’s voice wavered a little. He shot concerned glances at the dark depths of the house.

    Swaggering from her success, Mally poked around the room’s sparse furniture. To her untrained eye, everything seemed of excellent quality, though a thick layer of dust covered every surface.

    “Scaredy cats!” Mally announced. “Nothing in here but mice.”

    Henda stomped her foot. “It’s not funny! You’d have screamed, too.” She shoved Mally, maybe a little harder than she intended. “I’ll bet you can’t spend a whole night in there.”

    “Well, I bet you can’t, either!” Mally yelled.

    Halurian looked interested for the first time. “I dare everyone to spend a whole night in the house!” the half-elf said. “I’ll bet none of you can.”

    Tilso went white and started to protest. The others overrode him.

    They all ventured into the house. Tilso stayed close to Halurian, his stout frame sticking out to either side of Halurian’s gangly form. Halurian surveyed the surroundings with interest, seeking a way to scare the other children.

    Halurian shoved their foot under a hat stand. Something small and furry shot out, running across Tilso’s foot. He jumped back, bumping into the door, which crashed closed. Tilso’s scream wasn’t quite as deafening as Henda’s, but it sent the mouse fleeing into the darkness.

    “It’s a good thing no one’s here,” Halurian scoffed. “You lot could raise the dead with your ruckus.”

    Mally sniffed and stomped down the hallway. “It’s just us! Everyone just makes up those stories to keep kids from having fun. Nothing bad is going to happen.”

    A distant wail sounded from within the house.

    “Wait, I thought I heard something!” Tilso exclaimed. They all stopped, clumping together, and listened intently. Mally snapped at Tilso, trying to reassure herself, “Hey, cut it out! I told you there’s nothing here but mice.” Determined to prove her bravery, she ran to the nearest door and threw it open. It was an old dining hall, its table set with porcelain and silver. As she stepped inside, the table’s candles flickered to life, burning with golden light.

    DURING THIS ADVENTURE
    Level 0-1 cards (except for Veterans, blessings, and used loot) have been removed.
    The harrow suit is Stars.
    At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it.
    After you play your harrow, you may heal a card.


    Scenario A: A Ghostly Welcome

    Mally stared at the golden candlelight. The flickering extended, touching Mally’s hand, before resolving itself into the misty shape of a young boy.

    “I—I’m Mally,” she said, her voice as brave as she could make it. “I’m sorry we disturbed you.”

    The glowing form smiled and nodded.

    Mally turned to her friends. “I think we’re—where’s Tilso?”

    From the tales you heard of Tregan, a town straddling Taldor’s border with revolutionary Galt, you expected it to be a place of adventure and intrigue, a wellspring of inspiration for your latest tales. The reality has proven far more mundane. Even here, in a bustling tavern where the ale flows freely, the conversation has been disappointingly ordinary. The tavern doors slam open, jolting you out of your thoughts.

    A young dwarf barges into the room and drops to his knees, his breath coming in gasps.

    “We—we went to the haunted manor,” he explains, coughing. “They wanted to spend the night. Show everyone it was just a bunch of stupid stories.”

    An elder dwarf picks up a stool, setting it behind the boy and helping him onto the seat. “Breathe, son. What happened? Who is ‘we’?”

    The boy sputters, “Everyone’s still in the manor. The ghosts got them. I was the only one who got out!”

    A nervous elf wearing an oversized shawl asks, “Was Halurian there? Oooh, my child’s always finding trouble. Please tell me you didn’t drag them into this.”

    The dwarf warns, “Tilso, you better not be pulling my leg. Tell everyone what happened.”

    “Uncle Rogrin! It was Mally’s idea! Me and Mally and Henda and Halurian went up to Bloodthorne Manor. We were gonna spend the night and come back tomorrow after the sun came up. But then there was a scream and ghosts appeared and I ran and when I looked back no one was following me and they’re all trapped in that house!”

    Rogrin sighs, “Or they aren’t as quick to spook as you when an old floorboard creaks or the wind howls. I’ll go get ’em and bring ’em home.” Several others in the room stand and join Rogrin, including the woman in the oversized shawl.

    Tilso cries, “No! It’s not safe! The ghosts will get you too!”

    Finally, some excitement. You clear your throat and offer your assistance. If the place really is haunted, this wouldn’t be your first time tangling with ghosts.

    Rogrin looks you up and down and then nods. “All right, you can come with us. Hear that, Tilso? We got some ghost hunters with us. Now go home.” Tilso thanks you before scampering off.

    You and the others take a short walk under a clear night sky. Soon, you reach a dilapidated manor. Rogrin throws open the door. Halurian’s mother calls out, “Halurian, are you in there? Come down here this instant!” In response, the floorboards creak. An eerie blue light fills the entryway, gathering into a chorus of wailing spectres.

    Looks like this place is haunted after all!

    DURING THIS SCENARIO
    Before building the locations, set aside the monster Ghost.
    After preparing the story banes, reload a Proxy B into each location.

    When you encounter a proxy B, banish it; then a local character summons and encounters the monster Ghost, then each local character suffers the scourge Frightened.

    On your check, you may recharge 4 cards to add 1d4 and the Magic trait.

    HARROWING

    Raheli’s Hallow:
    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.

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

    Kess’s Hallow:
    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.

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

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


    During This Adventure: Level 0-1 cards (except for Veterans, blessings, and used loot) have been removed.
    The harrow suit is Stars.
    At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it.
    After you play your harrow, you may heal a card.

    During This Scenario: When you encounter a proxy B, banish it; then a local character summons and encounters the monster Ghost, then each local character suffers the scourge Frightened.

    On your check, you may recharge 4 cards to add 1d4 and the Magic trait.

    Additional Rules: Story Banes:
    Villain: None

    Closing Henchmen: Ghost (Proxy A):
    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.

    Danger: 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.

    Party Tracker

    Scenario Level (#): 4

    Location #1: Manor
    Urban
    At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Search your deck for a card and draw it.
    M: 0 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here:

    Location #2: Reading Room
    Sacred
    Urban
    At This Location: On your check, if the hour is Harrow, add 1.
    When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
    When Permanently Closed: Heal a blessing.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 2
    Located/Displayed Here:

    Location #3: Graveyard
    Sacred
    Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M: 4 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here:

    Location #4: Library
    Urban
    At This Location: On your check against a spell or a Book boon, add 1d6.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: You may heal a discarded or buried Book card.
    M: 1 Ba: 2 W: 0 Sp: 3 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here:

    Location #5: Office
    Urban
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here:

    Location #6: Twisting Passages
    Underground
    Urban
    At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: Each local character moves to a random other location.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here:

    Dark Archive

    deck handler

    Replacing Locate Objet with the loot Soothing Word. Turn preference first or at least before Raheli. Starting at same location as Raheli but plan to move to Library.

    Enora wrote:

    Hand: Marionette, Chronicler, Fire Snake, Life Drain 1, Blessing of Milani, Ice and Fire, Sapphire of Intelligence, The Eclipse ,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    "Current Location: Graveyard?
    Hero Points: 0"
    "NOTES:
    Available Support: Blessings are available for use.

    The Eclipse : On any check, freely discard to bless.

    Blessing of Milani: Bless Dexterity or Wisdom non-combat checks twice.
    Movement: Move me to the Reading Room if my location closes.
    Other: Hi I'm Enora! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bestiary of Garund, Ring of Fire, Binder's Tome, Spellbook, Blessing of the Spellbound 2, Soothing Word, Pyrotechnic Blast, Cure, Blessing of the Savored Sting, Blessing of the Spellbound 1, Cleric of Nethys
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Arcane Intelligence +1
    Craft Intelligence +1
    Knowledge Intelligence +3

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☐ 8
    Proficiencies:
    Arcane Light Armor
    POWERS:
    When you attempt a check to acquire a spell ([x] or an item), you may use your Knowledge skill in place of any listed skill.
    After you play a spell, you may recharge a random spell from your discard pile.
    Discard a spell to reduce Cold or Fire (☐ or Acid, Electricity, or Force) damage dealt to you (☐ or any character at your location) to 0.
    [x] You may reveal a boon that has the Book trait to add 1d4 (☐ +1)(☐ +2) to your check.


    Deck Handler

    Happy to go whenever in the turn order. Will start at the Manor (maybe with Radovan, since he's also diplomatic).
    Need to recharge a spell (Good Omen - since this location has two barriers, I'll keep Disable Mechanism for now) to get a random monster once the list is available.
    I'm also planning to cycle my deck fast in order to get to the soothing word to remove the curse (4 cards for d4 and magic to defeat ghost ought to do, heh).

    Balazar wrote:

    Hand: Blazing Servant, Disable Mechanism, Good Omen (Core), Steel Ibis Lamellar, Headband of Mental Superiority, Belt of Charging, Gem of Mental Acuity, Blessing of the Starsong, The Carnival,

    Displayed: Padrig,
    Deck: 13 Discard: 0 Buried: 0
    Hero Points: 1
    NOTES:
    Available Support: Spells are available. Blessing ought to wait for an important roll.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Stone Skin, Haste, Blessing of Pharasma, Shaman, Bound Shadow Demon, Sands of the Hour, The Paladin, Eagle Aerie, Djinn, Fire Shield, Soothing Word, Augury, Cat (Core)
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    Arcane
    POWERS:
    After you play an attack spell, bury it.
    You may recharge (□ or shuffle into your deck) a spell (□ or an ally) to draw a new monster. (☑ When you defeat a summoned monster, you may draw a new monster.)
    When you defeat a monster and would banish it, you may draw it instead.
    You may banish a monster from your hand to add 1d4 plus the monster’s level to a local combat (☑ or to reduce damage a local character suffers by 1 plus the monster’s level) (□ or to recharge a spell from your discards) (□ or to add 1 plus the monster’s level to a check to acquire by a local character).
    □ You may evade a summoned card (□ or a monster) you encounter.
    ☑ On your non-combat check against a card, you may banish a monster from your hand to add 1d4. (☑ Add another 1d6 if the monster’s level exceeds that card’s level.)


    STR d10 (Melee +3) | DEX d6 (Acro +1) | CON d8 (Fort +1) | INT d6 | WIS d4 | CHA d8 (Diplo +1) Deck handler

    Starting at Graveyard. Opening hand, including Harrow.

    Kess wrote:

    Hand: Reed Moccasin, White War Paint (Core), B of Gozreh, Fire Gecko, Mattock, Porcupine (Core), The Publican,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Hero Points: 0
    "NOTES:
    Available Support: Publican adds 2 dice to Urban checks."

    Skills and Powers:
    SKILLS

    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Diplomacy: Charisma +1
    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies: None
    POWERS: (Bruiser)
    For your combat check, you may use Melee +1d8 ([X] or Melee +1d12 and add the magic trait).
    On your check vs. monster on which you don't play weapon/spell, you may recharge an ally ([] or an armor or item) to add 1d4 + that card's AD#.
    When you discard or bury a card as damage, it counts as 2 ([X] or 3) cards.
    When you defeat a monster, you may heal a card ([] or an ally).
    Reroll Used?: No


    Deck Handler // Searching for: Item 5 > Spell 5 > Blessing 5


    Cohort: Flesh Poppet
    DD Reward: Replace Dreamcatcher with Balmberry.
    Starting at Reading Room

    Raheli wrote:

    Hand: Stone Skin, Gem of Physical Prowess, Silver Raven Figurine, Delve, Blue Star, Sacred Candle, The Owl,

    Displayed: Flesh Poppet,
    Deck: 12 Discard: 0 Buried: 0
    Notes: Stone Skin: Reduce up to 4 damage
    Silver Raven Figurine: can send an item in my list to someone who needs it.
    Delve: add 1d8 to any check to acquire a weapon, an armor, or an item.
    Blue Star: Local - Add 1d6 and Poison to Combat
    Sacred Candle: Bury to grab the Hour - Tier 3 or higher
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d10 [X]+1 [X] +2 [X] +3 [ ] +4
    Disable: Dexterity +2
    Constitution d6 [ ] +1
    Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    Knowledge: Intelligence +2
    Wisdom d6 [ ] +1 [ ] +2
    Charisma d6 [ ] +1 [ ] +2

    Favored Card: Item
    Hand Size 5 [X] 6
    Proficient with:
    Powers:
    For your combat check, you may recharge a card to use your Dexterity skill + 1d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. ([ ] If you succeed at the check, you may draw a card.)
    On your check to defeat ([X] or your check to acquire an item or a spell) you may recharge any number of items to add 1d4 for each item recharged ([ ] plus the items' highest adventure deck number) to your check.


    During This Adventure: Level 0-1 cards (except for Veterans, blessings, and used loot) have been removed.
    The harrow suit is Stars.
    At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it.
    After you play your harrow, you may heal a card.

    During This Scenario: When you encounter a proxy B, banish it; then a local character summons and encounters the monster Ghost, then each local character suffers the scourge Frightened.

    On your check, you may recharge 4 cards to add 1d4 and the Magic trait.

    Additional Rules: Story Banes:
    Villain: None

    Closing Henchmen: Ghost (Proxy A):
    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.

    Danger: 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.

    Party Tracker

    Scenario Level (#): 4

    Turn: 1, Kess/wkover

    Random Cards:

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

    Spoiler:
    Brain Ooze
    Core
    Monster 2
    Traits:
    Mental
    Ooze
    To Defeat:
    Combat 12
    Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
    If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.

    Spoiler:
    Bloodbug Swarm
    CotCT
    Monster 4
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 10
    THEN Combat 11
    THEN Combat 12

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

    Spoiler:
    Metal Cobra
    Core
    Monster 2
    Traits:
    Construct
    To Defeat:
    Combat 12
    OR Craft 8
    Immune to Mental and Poison.
    Resistant to Melee and Ranged.
    If undefeated, suffer the scourge Poisoned.

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

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

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

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

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

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

    Spoiler:
    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:
    The Tall Knife
    CotCT
    Weapon 3
    Traits:
    2-Handed
    Guillotine
    Object
    Promo
    Slashing
    To Acquire:
    Strength 12
    Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.

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

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

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

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


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

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


    Spoiler:
    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:
    Poison Blast
    CotCT
    Spell 3
    Traits:
    Arcane
    Attack
    Magic
    Poison
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, banish to use Arcane + 2d12.
    On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.

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


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

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

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

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

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

    Spoiler:
    Circlet of Mental Acuity
    Core
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Charisma 11
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.

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

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

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


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

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


    Spoiler:
    Magistrate
    CotCT
    Ally 2
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 9
    On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
    Discard to explore. This exploration, on your checks against Human cards, add 1d6.

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

    Spoiler:
    Pit Gladiator
    CotCT
    Ally 2
    Traits:
    Fighter
    Human
    To Acquire:
    Strength
    Melee 10
    THEN Charisma
    Diplomacy 9
    On a local combat check, bury to add 2d6.
    Discard to explore; you may first draw a weapon from your discards.

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 Enora/Bigguyinblack
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 2 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 2 Raheli/NathanDavis
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: After discarding any number of cards as damage, draw a card.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.
    Hourglass Card 3 Balazar/Iceman:
    Spoiler:
    Hourglass Card 3 Balazar/Iceman
    Lamashtu's Madness
    Core
    Blessing 2
    Traits:
    Deity: Lamashtu
    Divine
    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 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 4 Radovan/AbrahamZ
    The Twin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, the first item or ally played is played freely.
    To Acquire:
    Charisma
    Stealth 4+#
    When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
    Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
    Hourglass Card 5 Kess/wkover:
    Spoiler:
    Hourglass Card 5 Kess/wkover
    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 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 6 Enora/Bigguyinblack
    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 7 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 7 Raheli/NathanDavis
    The Gold-fisted
    Core
    Blessing 3
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: When you acquire a boon, you may recharge a card.
    To Acquire:
    Craft
    Divine 8
    On a local check to acquire, reload to add 1d4.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.
    Hourglass Card 8 Balazar/Iceman:
    Spoiler:
    Hourglass Card 8 Balazar/Iceman
    The All-seeing Eye
    Core
    Blessing 3
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
    To Acquire:
    Intelligence
    Arcane
    Divine 8
    On any check, discard to bless.
    On an Intelligence or Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order, then explore.
    Hourglass Card 9 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 9 Radovan/AbrahamZ
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card.
    To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Hourglass Card 10 Kess/wkover:
    Spoiler:
    Hourglass Card 10 Kess/wkover
    The Hidden Truth
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
    To Acquire:
    Intelligence
    Stealth 4+#
    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.
    Hourglass Card 11 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 11 Enora/Bigguyinblack
    Gozreh's Growth
    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: On your check against an Animal or Elemental card, add 1d4.
    To Acquire:
    Wisdom
    Divine
    Survival 4+#
    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
    Hourglass Card 12 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 12 Raheli/NathanDavis
    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 13 Balazar/Iceman:
    Spoiler:
    Hourglass Card 13 Balazar/Iceman
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    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 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 14 Radovan/AbrahamZ
    The Juggler
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, freely discard to reroll a die.
    Discard to explore.
    Hourglass Card 15 Kess/wkover:
    Spoiler:
    Hourglass Card 15 Kess/wkover
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Hourglass Card 16 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 16 Enora/Bigguyinblack
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 17 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 17 Raheli/NathanDavis
    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 Balazar/Iceman:
    Spoiler:
    Hourglass Card 18 Balazar/Iceman
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    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 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 19 Radovan/AbrahamZ
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Hourglass Card 20 Kess/wkover:
    Spoiler:
    Hourglass Card 20 Kess/wkover
    The Tyrant
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
    To Acquire:
    Charisma
    Fortitude 4+#
    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
    Hourglass Card 21 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 21 Enora/Bigguyinblack
    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 22 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 22 Raheli/NathanDavis
    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.
    Hourglass Card 23 Balazar/Iceman:
    Spoiler:
    Hourglass Card 23 Balazar/Iceman
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 24 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 24 Radovan/AbrahamZ
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played.
    To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Hourglass Card 25 Kess/wkover:
    Spoiler:
    Hourglass Card 25 Kess/wkover
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 26 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 26 Enora/Bigguyinblack
    The Prince of Pain
    Core
    Blessing 3
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
    To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
    Hourglass Card 27 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 27 Raheli/NathanDavis
    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 28 Balazar/Iceman:
    Spoiler:
    Hourglass Card 28 Balazar/Iceman
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 29 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 29 Radovan/AbrahamZ
    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.

    Location #1: Manor
    Urban
    At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Search your deck for a card and draw it.
    M: 0 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: Balazar, Radovan

    Manor Card 1 (Henchman Proxy B1):
    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.
    Manor Card 2:
    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.

    Manor Card 3:
    Ambrosia
    Core
    Item 3
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 12
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 14 check to recharge this card.
    Manor Card 4:
    Gray Maiden Plate
    CotCT
    Armor 2
    Traits:
    Gray Maiden
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 11
    Display. While displayed:
    * If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    Manor Card 5:
    Symbol of Insanity
    Core
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 12
    If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.
    Manor Card 6:
    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.
    Manor Card 7:
    Wayfinder
    Core
    Item 3
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Survival 10
    Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
    Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
    Manor Card 8:
    Giant Form
    CotCT
    Spell 4
    Traits:
    Arcane
    Magic
    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.

    Manor 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.
    Manor Card 10:
    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.
    Manor Card 11:
    Hellknight of the Nail
    CotCT
    Ally 3
    Traits:
    Hellknight
    Human
    To Acquire:
    Charisma
    Diplomacy 11
    On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

    Location #2: Reading Room
    Sacred
    Urban
    At This Location: On your check, if the hour is Harrow, add 1.
    When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
    When Permanently Closed: Heal a blessing.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 2
    Located/Displayed Here: Raheli, Enora
    Reading Room Card 1 (Henchman Proxy B2):
    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.
    Reading Room Card 2:
    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.
    Reading Room Card 3:
    Cerulean Mastermind
    CotCT
    Ally 3
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy
    Stealth 12
    On a local non-combat check, recharge this card and bury another card to add a local character's Knowledge or Stealth.
    Discard to explore. This exploration, on your Stealth checks, add 1d10.
    Reading Room Card 4:
    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.
    Reading Room Card 5:
    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.
    Reading Room Card 6:
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card.
    To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Reading Room Card 7:
    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.
    Reading Room Card 8:
    Embiggen
    CotCT
    Spell 2
    Traits:
    Arcane
    Divine
    Magic
    Promo
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    Freely display next to a local character. While displayed:
    * Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one).
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.
    Reading Room Card 9:
    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.
    Reading Room 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.
    Reading Room Card 11:
    Clairvoyance
    Core
    Spell 3
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    Banish to examine the top 3 cards of any location; return them in any order.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

    Location #3: Graveyard
    Sacred
    Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M: 4 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Kess
    Graveyard Card 1 (Henchman Proxy B3):
    Henchman Proxy B3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Graveyard Card 2:
    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.
    Graveyard Card 3:
    Deadfall Scorpion
    Core
    Monster 2
    Traits:
    Poison
    Vermin
    To Defeat:
    Combat 13
    Immune to Mental. All damage is Poison damage.
    After acting, suffer 1 Poison damage.
    If undefeated, suffer the scourge Poisoned.
    Graveyard Card 4:
    Red Mantis Initiate
    CotCT
    Monster 2
    Traits:
    Human
    Ranger
    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.
    Graveyard Card 5:
    Rajambari
    CotCT
    Monster 3
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 17
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, each local character suffers 1 Combat damage.
    Graveyard Card 6:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.
    Graveyard Card 7:
    Helm of the Valkyrie
    Core
    Armor 2
    Traits:
    Heavy Armor
    Helm
    To Acquire:
    Constitution
    Fortitude 8
    When you suffer Combat damage, freely reveal to reduce it by 1.
    If proficient, when you suffer any damage, freely reveal to reduce it by 1.
    At the end of your turn, recharge to move.
    After playing this armor, you may not play a Helm boon this encounter.
    Graveyard Card 8:
    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.
    Graveyard Card 9:
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Graveyard Card 10:
    Magic Spiked Full Plate
    CotCT
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
    Graveyard 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.

    Location #4: Library
    Urban
    At This Location: On your check against a spell or a Book boon, add 1d6.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: You may heal a discarded or buried Book card.
    M: 1 Ba: 2 W: 0 Sp: 3 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here:
    Library Card 1 (Henchman Proxy B4):
    Henchman Proxy B4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Library Card 2:
    Lightning Bolt
    Core
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
    Library Card 3:
    Biting Tigers
    CotCT
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Combat 16
    OR Acrobatics
    Disable
    Stealth 9
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1d6 Combat damage.
    Library Card 4:
    Henchman Proxy A4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Library Card 5:
    Full Pouch
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    Display. While displayed:
    * When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
    * At the end of your turn, banish.

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

    Library Card 6:
    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.
    Library Card 7:
    Madness Mist Trap
    CotCT
    Barrier 3
    Traits:
    Cache
    Lock
    Magic
    Trap
    To Defeat:
    Disable 8
    OR Fortitude 10
    If defeated, draw a new spell or item.
    If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.
    Library Card 8:
    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.

    Library Card 9:
    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.
    Library Card 10:
    Smoke Slayer
    CotCT
    Monster 2
    Traits:
    Elemental
    To Defeat:
    Combat 13
    Resistant to Melee.
    Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
    Library Card 11:
    Dust of Revealing
    CotCT
    Item 4
    Traits:
    Craft
    Object
    To Acquire:
    Intelligence
    Arcane
    Divine 11
    On a local Perception check, freely bury to add 2d10.
    Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.

    Location #5: Office
    Urban
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here:
    Office Card 1 (Henchman Proxy B5):
    Henchman Proxy B5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Office Card 2:
    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.
    Office Card 3:
    Vicious Scythe
    CotCT
    Weapon 2
    Traits:
    2-Handed
    Magic
    Melee
    Scythe
    Slashing
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Office Card 4:
    Symbol of Fear
    CotCT
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 10
    If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
    Office Card 5:
    Wall of Lightning
    Core
    Barrier 3
    Traits:
    Construct
    Electricity
    Elemental
    Obstacle
    To Defeat:
    Dexterity
    Constitution
    Acrobatics
    Fortitude 10
    After acting, suffer 1d4+1 Electricity damage.
    If undefeated, reload this barrier into its location.
    Office Card 6:
    Evil Eye
    Core
    Barrier 0
    Traits:
    Curse
    Magic
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 6+#
    OR Knowledge
    Stealth 8+#
    When examined, suffer the scourge Dazed then banish this barrier.
    Cannot be evaded.
    If undefeated, suffer the scourge Dazed then banish this barrier.
    Office Card 7:
    Fortune-teller
    CotCT
    Ally 2
    Traits:
    Human
    Medium
    To Acquire:
    Charisma
    Diplomacy 11
    At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
    Discard to examine the top card of your location, then you may explore.
    Office Card 8:
    Plaguebringer's Mask
    CotCT
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Craft 11
    On your combat check or your check against a Disease card, reload to add 1d8.
    When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.
    Office Card 9:
    Bottled Lightning
    CotCT
    Item 4
    Traits:
    Alchemical
    Attack
    Electricity
    Liquid
    Ranged
    To Acquire:
    Intelligence 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.

    Office Card 10:
    Magical Mansion
    CotCT
    Spell 3
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    Display next to a location. While displayed:
    * Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
    * At the start of your turn or when this location is closed, banish.

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

    Office Card 11:
    Henchman Proxy A5
    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 #6: Twisting Passages
    Underground
    Urban
    At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: Each local character moves to a random other location.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here:
    Twisting Passages Card 1 (Henchman Proxy B6):
    Henchman Proxy B6
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Twisting Passages Card 2:
    Keen Starknife
    CotCT
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 12
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
    Twisting Passages Card 3:
    Cotct Basilisk
    CotCT
    Monster 2
    Traits:
    Animal
    To Defeat:
    Combat 12
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.
    Twisting Passages Card 4:
    Belt of Physical Prowess
    Core
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 11
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
    Twisting Passages Card 5:
    Mammoth
    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 18
    OR Survival 9
    Before acting, each local character suffers 1 Combat damage.
    Twisting Passages Card 6:
    Old Deadeye
    Core
    Blessing 3
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: On your check, if you are at a Wild location, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Survival 8
    On any check, discard to bless.
    On a Dexterity or Survival check, discard to bless twice.
    Discard to explore.
    Recharge to explore a Wild location.
    Twisting Passages Card 7:
    Dire Lion
    Core
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 17
    Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
    Damage is increased by 1d4-1.
    Twisting Passages Card 8:
    Flask of Curses
    CotCT
    Barrier 2
    Traits:
    Curse
    Trap
    To Defeat:
    Intelligence
    Craft 7
    OR Wisdom
    Perception 8
    If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
    Twisting Passages Card 9:
    Foes On All Sides
    CotCT
    Barrier 2
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
    Twisting Passages Card 10:
    Noble
    Core
    Ally 2
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 9
    On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
    Twisting Passages Card 11:
    Henchman Proxy A6
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.


    STR d10 (Melee +3) | DEX d6 (Acro +1) | CON d8 (Fort +1) | INT d6 | WIS d4 | CHA d8 (Diplo +1) Deck handler

    Hour = Cyclone.

    If you've never seen a Bull loose in a charnel house, you're about to.

    Display White War Paint. Explore, encounter Henchman B. Ghost encounter...

    It's been established that undead creeps may have extinguished the lives of a group of fellow Pathfinders. So a smash-and-retrieve is in order.

    Approaching the sketchy manor, a gray ghoul wavers out from behind a worn headstone. Kess has a preference for white-driven-snow spooks, but off-white isn't a bad compromise.

    Combat 19 (11+8) w/ revealed Gecko, Paint bonus: 1d10 + 1d12 + 6 + 1d4 + 1d8 ⇒ (7) + (12) + 6 + (1) + (2) = 28 - Ghost defeated, receive Frightened scourge

    Never a bad time flattening the recently dead with their own grave marker.

    Nothing to heal, discard Porcupine to explore again. Porcupine recharges, since Cytillipede is a monster.

    Frightened damage?: 1d4 - 1 ⇒ (1) - 1 = 0

    Note that all monsters are undead, per location, so war paint bonus applies to all monsters. BYA doesn't apply to Kess - no weapons or spells.

    A segmented devil rises from a pool of still water. Kess grabs and pulls.

    Combat 16 w/ gecko, paint: 1d10 + 1d12 + 6 + 1d4 + 1d8 ⇒ (2) + (8) + 6 + (3) + (3) = 22 -'pede is pickled

    Turns out that half-pedes aren't nearly as scary, though they do twitch a bit.

    Discard Moccasin to explore again, encounter Deadfall Scorpion.

    Frightened damage?: 1d4 - 1 ⇒ (4) - 1 = 3 - discard Mattock for damage (=3 cards)

    Kess tilts her head at a clickety clack. Then the eyes and pinchers appear.

    The claw-snapping brute may be an arachnid... or an insect. Kess always forgets which is which, especially when they're emaciated due to extreme deadness.

    Combat 13 w/ Gecko, paint: 1d10 + 1d12 + 6 + 1d4 + 1d8 ⇒ (2) + (2) + 6 + (3) + (3) = 16 - scorpion scattered

    Discard Gozreh for AYA damage. Healed card from defeat: Mattock.

    Kess wrote:

    Hand: Topaz of Strength, Mattock, Crocodile Skin Madu, Fire Gecko, B of Abadar, The Publican,

    Displayed: White War Paint (Core),
    Deck: 10 Discard: 2 Buried: 0
    "Hero Points: 0 // Kess has the following scourges marked:
    Frightened:
    While Marked:
    When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.

    When your location is closed, you may remove this scourge.

    "
    "NOTES:
    Available Support: All locations are urban, so Publican adds 2 dice to any check."

    Skills and Powers:
    SKILLS

    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Diplomacy: Charisma +1
    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies: None
    POWERS: (Bruiser)
    For your combat check, you may use Melee +1d8 ([X] or Melee +1d12 and add the magic trait).
    On your check vs. monster on which you don't play weapon/spell, you may recharge an ally ([] or an armor or item) to add 1d4 + that card's AD#.
    When you discard or bury a card as damage, it counts as 2 ([X] or 3) cards.
    When you defeat a monster, you may heal a card ([] or an ally).
    Reroll Used?: No

    Top card of Graveyard is card 4.

    Dark Archive

    deck handler

    Sands of the Hour: When this is the hour: No effect.

    Enora loans her Sapphire of Intelligence to Raheli before moving to investigate the library.

    Library Card 1: 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.

    combat 11 +4 +4 casting Marionette, discarding Blessing of Milani to bless: 2d12 + 3d6 + 4 ⇒ (6, 2) + (1, 6, 1) + 4 = 20

    Enora gains Frightened. Discard The Eclipse to explore healing for 1.

    Library Card 2: Lightning Bolt:

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

    arcane 8 using knowledge, aided by location effect: 1d12 + 1d6 + 6 ⇒ (9) + (3) + 6 = 18

    Enora ends her turn.

    Enora attempts to recover all cards in her Recovery pile.
    Marionette: Arcane 11: 1d12 + 4 ⇒ (3) + 4 = 7 -> Marionette discarded.

    Enora resets her hand.

    Enora wrote:

    Hand: Lightning Bolt, Chronicler, Fire Snake, Life Drain 1, Cleric of Nethys, Ice and Fire, Soothing Word,

    Displayed:
    Deck: 10 Discard: 2 Buried: 0
    "Current Location: Library
    Hero Points: 0 // Enora has the following scourges marked:
    Frightened:
    While Marked:
    When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.

    When your location is closed, you may remove this scourge.

    "
    "NOTES:
    Available Support: Blessings are available for use.

    Movement: Move me to the Reading Room if my location closes.
    Other: Hi I'm Enora! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ring of Fire, Blessing of Milani, Spellbook, Bestiary of Garund, Blessing of the Spellbound 1, Blessing of the Spellbound 2, Pyrotechnic Blast, Binder's Tome, Cure, Blessing of the Savored Sting
    Recharged:
    Discard Pile: The Eclipse , Marionette,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Arcane Intelligence +1
    Craft Intelligence +1
    Knowledge Intelligence +3

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☐ 8
    Proficiencies:
    Arcane Light Armor
    POWERS:
    When you attempt a check to acquire a spell ([x] or an item), you may use your Knowledge skill in place of any listed skill.
    After you play a spell, you may recharge a random spell from your discard pile.
    Discard a spell to reduce Cold or Fire (☐ or Acid, Electricity, or Force) damage dealt to you (☐ or any character at your location) to 0.
    [x] You may reveal a boon that has the Book trait to add 1d4 (☐ +1)(☐ +2) to your check.

    Library card 1 banished. Card 2 acquired.

    Sapphire of Intelligence passed to to Raheli.


    During This Adventure: Level 0-1 cards (except for Veterans, blessings, and used loot) have been removed.
    The harrow suit is Stars.
    At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it.
    After you play your harrow, you may heal a card.

    During This Scenario: When you encounter a proxy B, banish it; then a local character summons and encounters the monster Ghost, then each local character suffers the scourge Frightened.

    On your check, you may recharge 4 cards to add 1d4 and the Magic trait.

    Additional Rules: Story Banes:
    Villain: None

    Closing Henchmen: Ghost (Proxy A):
    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.

    Danger: 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.

    Party Tracker

    Scenario Level (#): 4

    Turn: 3, Raheli/NathanDavis

    Random Cards:

    Monsters
    Spoiler:
    Mist Horror
    CotCT
    Monster 3
    Traits:
    Elemental
    Outsider
    To Defeat:
    Combat 14
    Immune to Electricity and Ranged. Vulnerable to Cold.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.

    Spoiler:
    Quivering Cube
    Core
    Monster 2
    Traits:
    Obstacle
    Ooze
    To Defeat:
    Combat 12
    OR Craft 9
    Immune to Electricity, Mental, and Poison.
    If you are at an Underground location, the difficulty to defeat is increased by 4.
    Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.

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

    Spoiler:
    Basilisk
    Core
    Monster 3
    Traits:
    Aberration
    Basilisk
    To Defeat:
    Combat 14
    Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
    If undefeated, bury a random card from your discards.
    If defeated, remove the scourges Dazed and Entangled from all local characters.

    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.

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

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

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

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

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

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

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

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

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


    Spoiler:
    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:
    Unearthly Aim
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.

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


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

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


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

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

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

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

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

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

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


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

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

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

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

    Spoiler:
    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:
    Magistrate
    CotCT
    Ally 2
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 9
    On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
    Discard to explore. This exploration, on your checks against Human cards, add 1d6.

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

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


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

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

    Spoiler:
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    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:
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

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

    Hour Power: After discarding any number of cards as damage, draw a card.

    Current Hour:

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

    Hours Remaining: 27

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Balazar/Iceman:
    Spoiler:
    Hourglass Card 1 Balazar/Iceman
    Lamashtu's Madness
    Core
    Blessing 2
    Traits:
    Deity: Lamashtu
    Divine
    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 2 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 2 Radovan/AbrahamZ
    The Twin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, the first item or ally played is played freely.
    To Acquire:
    Charisma
    Stealth 4+#
    When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
    Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
    Hourglass Card 3 Kess/wkover:
    Spoiler:
    Hourglass Card 3 Kess/wkover
    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 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 4 Enora/Bigguyinblack
    The Lucky Drunk
    Core
    Blessing 3
    Traits:
    Deity: Cayden Cailean
    Divine
    When this is the hour: After your exploration, you may move to a random location.
    To Acquire:
    Charisma
    Divine
    Fortitude 8
    On another local character's check, discard to bless twice.
    Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
    Hourglass Card 5 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 5 Raheli/NathanDavis
    The Gold-fisted
    Core
    Blessing 3
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: When you acquire a boon, you may recharge a card.
    To Acquire:
    Craft
    Divine 8
    On a local check to acquire, reload to add 1d4.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.
    Hourglass Card 6 Balazar/Iceman:
    Spoiler:
    Hourglass Card 6 Balazar/Iceman
    The All-seeing Eye
    Core
    Blessing 3
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
    To Acquire:
    Intelligence
    Arcane
    Divine 8
    On any check, discard to bless.
    On an Intelligence or Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order, then explore.
    Hourglass Card 7 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 7 Radovan/AbrahamZ
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card.
    To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Hourglass Card 8 Kess/wkover:
    Spoiler:
    Hourglass Card 8 Kess/wkover
    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 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Enora/Bigguyinblack
    Gozreh's Growth
    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: On your check against an Animal or Elemental card, add 1d4.
    To Acquire:
    Wisdom
    Divine
    Survival 4+#
    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
    Hourglass Card 10 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 10 Raheli/NathanDavis
    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 Balazar/Iceman:
    Spoiler:
    Hourglass Card 11 Balazar/Iceman
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Hourglass Card 12 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 12 Radovan/AbrahamZ
    The Juggler
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, freely discard to reroll a die.
    Discard to explore.
    Hourglass Card 13 Kess/wkover:
    Spoiler:
    Hourglass Card 13 Kess/wkover
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Hourglass Card 14 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 14 Enora/Bigguyinblack
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 15 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 15 Raheli/NathanDavis
    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 Balazar/Iceman:
    Spoiler:
    Hourglass Card 16 Balazar/Iceman
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Hourglass Card 17 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 17 Radovan/AbrahamZ
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Hourglass Card 18 Kess/wkover:
    Spoiler:
    Hourglass Card 18 Kess/wkover
    The Tyrant
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
    To Acquire:
    Charisma
    Fortitude 4+#
    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
    Hourglass Card 19 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 19 Enora/Bigguyinblack
    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 20 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 20 Raheli/NathanDavis
    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.
    Hourglass Card 21 Balazar/Iceman:
    Spoiler:
    Hourglass Card 21 Balazar/Iceman
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 22 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 22 Radovan/AbrahamZ
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played.
    To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Hourglass Card 23 Kess/wkover:
    Spoiler:
    Hourglass Card 23 Kess/wkover
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 24 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 24 Enora/Bigguyinblack
    The Prince of Pain
    Core
    Blessing 3
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
    To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
    Hourglass Card 25 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 25 Raheli/NathanDavis
    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 26 Balazar/Iceman:
    Spoiler:
    Hourglass Card 26 Balazar/Iceman
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 27 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 27 Radovan/AbrahamZ
    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.

    Location #1: Manor
    Urban
    At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Search your deck for a card and draw it.
    M: 0 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: Balazar, Radovan

    Manor Card 1 (Henchman Proxy B1):
    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.
    Manor Card 2:
    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.

    Manor Card 3:
    Ambrosia
    Core
    Item 3
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 12
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 14 check to recharge this card.
    Manor Card 4:
    Gray Maiden Plate
    CotCT
    Armor 2
    Traits:
    Gray Maiden
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 11
    Display. While displayed:
    * If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    Manor Card 5:
    Symbol of Insanity
    Core
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 12
    If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.
    Manor Card 6:
    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.
    Manor Card 7:
    Wayfinder
    Core
    Item 3
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Survival 10
    Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
    Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
    Manor Card 8:
    Giant Form
    CotCT
    Spell 4
    Traits:
    Arcane
    Magic
    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.

    Manor 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.
    Manor Card 10:
    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.
    Manor Card 11:
    Hellknight of the Nail
    CotCT
    Ally 3
    Traits:
    Hellknight
    Human
    To Acquire:
    Charisma
    Diplomacy 11
    On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

    Location #2: Reading Room
    Sacred
    Urban
    At This Location: On your check, if the hour is Harrow, add 1.
    When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
    When Permanently Closed: Heal a blessing.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 2
    Located/Displayed Here: Raheli
    Reading Room Card 1 (Henchman Proxy B2):
    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.
    Reading Room Card 2:
    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.
    Reading Room Card 3:
    Cerulean Mastermind
    CotCT
    Ally 3
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy
    Stealth 12
    On a local non-combat check, recharge this card and bury another card to add a local character's Knowledge or Stealth.
    Discard to explore. This exploration, on your Stealth checks, add 1d10.
    Reading Room Card 4:
    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.
    Reading Room Card 5:
    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.
    Reading Room Card 6:
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card.
    To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Reading Room Card 7:
    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.
    Reading Room Card 8:
    Embiggen
    CotCT
    Spell 2
    Traits:
    Arcane
    Divine
    Magic
    Promo
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    Freely display next to a local character. While displayed:
    * Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one).
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.
    Reading Room Card 9:
    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.
    Reading Room 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.
    Reading Room Card 11:
    Clairvoyance
    Core
    Spell 3
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    Banish to examine the top 3 cards of any location; return them in any order.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

    Location #3: Graveyard
    Sacred
    Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Kess
    Graveyard Card 1:
    Red Mantis Initiate
    CotCT
    Monster 2
    Traits:
    Human
    Ranger
    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.
    Graveyard Card 2:
    Rajambari
    CotCT
    Monster 3
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 17
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, each local character suffers 1 Combat damage.
    Graveyard Card 3:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.
    Graveyard Card 4:
    Helm of the Valkyrie
    Core
    Armor 2
    Traits:
    Heavy Armor
    Helm
    To Acquire:
    Constitution
    Fortitude 8
    When you suffer Combat damage, freely reveal to reduce it by 1.
    If proficient, when you suffer any damage, freely reveal to reduce it by 1.
    At the end of your turn, recharge to move.
    After playing this armor, you may not play a Helm boon this encounter.
    Graveyard Card 5:
    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.
    Graveyard Card 6:
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Graveyard Card 7:
    Magic Spiked Full Plate
    CotCT
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
    Graveyard Card 8:
    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.

    Location #4: Library
    Urban
    At This Location: On your check against a spell or a Book boon, add 1d6.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: You may heal a discarded or buried Book card.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Enora
    Library Card 1:
    Biting Tigers
    CotCT
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Combat 16
    OR Acrobatics
    Disable
    Stealth 9
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1d6 Combat damage.
    Library Card 2:
    Henchman Proxy A4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Library Card 3:
    Full Pouch
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    Display. While displayed:
    * When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
    * At the end of your turn, banish.

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

    Library Card 4:
    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.
    Library Card 5:
    Madness Mist Trap
    CotCT
    Barrier 3
    Traits:
    Cache
    Lock
    Magic
    Trap
    To Defeat:
    Disable 8
    OR Fortitude 10
    If defeated, draw a new spell or item.
    If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.
    Library Card 6:
    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.

    Library Card 7:
    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.
    Library Card 8:
    Smoke Slayer
    CotCT
    Monster 2
    Traits:
    Elemental
    To Defeat:
    Combat 13
    Resistant to Melee.
    Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
    Library Card 9:
    Dust of Revealing
    CotCT
    Item 4
    Traits:
    Craft
    Object
    To Acquire:
    Intelligence
    Arcane
    Divine 11
    On a local Perception check, freely bury to add 2d10.
    Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.

    Location #5: Office
    Urban
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here:
    Office Card 1 (Henchman Proxy B5):
    Henchman Proxy B5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Office Card 2:
    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.
    Office Card 3:
    Vicious Scythe
    CotCT
    Weapon 2
    Traits:
    2-Handed
    Magic
    Melee
    Scythe
    Slashing
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Office Card 4:
    Symbol of Fear
    CotCT
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 10
    If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
    Office Card 5:
    Wall of Lightning
    Core
    Barrier 3
    Traits:
    Construct
    Electricity
    Elemental
    Obstacle
    To Defeat:
    Dexterity
    Constitution
    Acrobatics
    Fortitude 10
    After acting, suffer 1d4+1 Electricity damage.
    If undefeated, reload this barrier into its location.
    Office Card 6:
    Evil Eye
    Core
    Barrier 0
    Traits:
    Curse
    Magic
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 6+#
    OR Knowledge
    Stealth 8+#
    When examined, suffer the scourge Dazed then banish this barrier.
    Cannot be evaded.
    If undefeated, suffer the scourge Dazed then banish this barrier.
    Office Card 7:
    Fortune-teller
    CotCT
    Ally 2
    Traits:
    Human
    Medium
    To Acquire:
    Charisma
    Diplomacy 11
    At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
    Discard to examine the top card of your location, then you may explore.
    Office Card 8:
    Plaguebringer's Mask
    CotCT
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Craft 11
    On your combat check or your check against a Disease card, reload to add 1d8.
    When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.
    Office Card 9:
    Bottled Lightning
    CotCT
    Item 4
    Traits:
    Alchemical
    Attack
    Electricity
    Liquid
    Ranged
    To Acquire:
    Intelligence 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.

    Office Card 10:
    Magical Mansion
    CotCT
    Spell 3
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    Display next to a location. While displayed:
    * Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
    * At the start of your turn or when this location is closed, banish.

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

    Office Card 11:
    Henchman Proxy A5
    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 #6: Twisting Passages
    Underground
    Urban
    At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: Each local character moves to a random other location.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here:
    Twisting Passages Card 1 (Henchman Proxy B6):
    Henchman Proxy B6
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Twisting Passages Card 2:
    Keen Starknife
    CotCT
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 12
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
    Twisting Passages Card 3:
    Cotct Basilisk
    CotCT
    Monster 2
    Traits:
    Animal
    To Defeat:
    Combat 12
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.
    Twisting Passages Card 4:
    Belt of Physical Prowess
    Core
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 11
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
    Twisting Passages Card 5:
    Mammoth
    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 18
    OR Survival 9
    Before acting, each local character suffers 1 Combat damage.
    Twisting Passages Card 6:
    Old Deadeye
    Core
    Blessing 3
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: On your check, if you are at a Wild location, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Survival 8
    On any check, discard to bless.
    On a Dexterity or Survival check, discard to bless twice.
    Discard to explore.
    Recharge to explore a Wild location.
    Twisting Passages Card 7:
    Dire Lion
    Core
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 17
    Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
    Damage is increased by 1d4-1.
    Twisting Passages Card 8:
    Flask of Curses
    CotCT
    Barrier 2
    Traits:
    Curse
    Trap
    To Defeat:
    Intelligence
    Craft 7
    OR Wisdom
    Perception 8
    If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
    Twisting Passages Card 9:
    Foes On All Sides
    CotCT
    Barrier 2
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
    Twisting Passages Card 10:
    Noble
    Core
    Ally 2
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 9
    On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
    Twisting Passages Card 11:
    Henchman Proxy A6
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.


    Deck Handler // Searching for: Item 5 > Spell 5 > Blessing 5

    Hour of Zon-kuthon's Pain

    Free Explore and encounter Proxy B, banish it and summon and encounter Ghost
    Recharge Delve, Sapphire of Intelligence, Silver Raven Figurine, Blue Star, and Sacred Candle
    Combat 11+8: 1d10 + 3 + 1d8 + 4d4 ⇒ (10) + 3 + (4) + (2, 4, 1, 4) = 28
    Gain Frightened. Add Marker to Flesh Poppet

    As a survivor of the Assault on Absolom, and having recently returned from frickin' space, Raheli thought nothing would phase her, so she set up a seance in the Reading Room to tease out this ghost. It proved to be much more powerful than the undead she's used to obliterating. Even so, her prehensile hair gathered wind, sapphire, flowers and divine flame to crush the unlife out of the ghost. It still left her shaken, at least the ectoplasm has collected in her flesh poppet. She pauses to catch her breath.

    Raheli wrote:

    Hand: Stone Skin, Gem of Physical Prowess, The Owl, Staff of Minor Healing, Blessing of Milani, Shy Ratani,

    Displayed: Flesh Poppet: 1,
    Deck: 14 Discard: 0 Buried: 0
    "Notes: Frightened
    At Reading Room
    Blessing available.
    Stone Skin: Reduce damage by 4
    Staff of Minor Healing local

    "
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d10 [X]+1 [X] +2 [X] +3 [ ] +4
    Disable: Dexterity +2
    Constitution d6 [ ] +1
    Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    Knowledge: Intelligence +2
    Wisdom d6 [ ] +1 [ ] +2
    Charisma d6 [ ] +1 [ ] +2

    Favored Card: Item
    Hand Size 5 [X] 6
    Proficient with:
    Powers:
    For your combat check, you may recharge a card to use your Dexterity skill + 1d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. ([ ] If you succeed at the check, you may draw a card.)
    On your check to defeat ([X] or your check to acquire an item or a spell) you may recharge any number of items to add 1d4 for each item recharged ([ ] plus the items' highest adventure deck number) to your check.


    Deck Handler

    Hour of Lamashtu's Madness:
    When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1.

    Start turn at Manor, recharge Gem of Mental Acuity to draw a card (Fire Shield).
    Recharge Good Omen to draw a new monster (Mist Horror, level 3).

    Not being a very good exorcist, Balazar joins Enora in the library.

    Move and free explore: Biting Tigers

    Spoiler:
    Barrier 3
    Traits: Magic, Trap
    To Defeat:
    Combat 16
    OR Acrobatics, Disable, Stealth 9
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1d6 Combat damage.

    The presence of both arcane casters in the library triggers a deadly rune, which summons a pair of snarling big cats for the two of them to fight.

    Can cast Disable Mechanism on Enora's check if she wants.
    Reveal Blazing Servant for Padrig, reveal Belt of Charging, then recharge it to draw a card (Cat).

    Padrig leaps over Bal's shoulder and snaps at the tigers, well-rested and raring to go.

    Combat 16: 2d12 + 1d8 + 4 ⇒ (9, 11) + (3) + 4 = 27
    Padrig sends the summoned tiger back where it came from. She snorts as if to say, "As if!"

    Holding action to see how Enora does, as I can use the Mist Horror to ablate damage if it goes poorly.

    Dark Archive

    deck handler

    combat 16 casting Lightning Bolt: 1d12 + 3d6 + 5 ⇒ (6) + (2, 1, 5) + 5 = 19

    Recharge Marionette due to Enora's power. Then casting Soothing Word to remove Frightened and heal 1.

    Enora attempts to recover all cards in her Recovery pile.
    Lightning Bolt: Arcane 10: 1d12 + 4 ⇒ (11) + 4 = 15 -> Lightning Bolt recharged.
    Soothing Word: Arcane 11: 1d12 + 4 ⇒ (4) + 4 = 8 -> Soothing Word discarded.

    Dark Archive

    deck handler

    Edit. Soothing Word can only be cast on my turn.


    Deck Handler

    The trap dealt with, Bal continues to roam the library.

    Discard Cat to explore
    Library card 2: Proxy A henchman = Ghost

    A spectral guardian materializes and attempts to shush the intrepid adventurer.

    Reveal Blazing Servant for Padrig, recharge four cards (Disable Mechanism, Fire Shield, Steel Ibis Lamellar, and Blessing of the Starsong) for d4 and magic, which triggers the bonus from the cat for d4, banish Mist Horror for d4 + 3, +1 for the hour
    Combat 19: 2d12 + 4 + 3d4 + 3 + 1 ⇒ (1, 3) + 4 + (1, 4, 3) + 3 + 1 = 20 Success

    Balazar combines an exorcist rite that he barely remembers with Padrig's standard aggressive behavior to defeat the guardian.

    Draw the proxy into hand. Discard The Carnival to explore, heal the Cat.
    Library card 3: Full Pouch
    Reveal Headband

    Arcane 9: 1d12 + 6 + 1d4 + 1d6 ⇒ (10) + 6 + (2) + (1) = 19

    Bal discovers a lesser-used scroll on one of the shelves and quickly channels its energy into a summoning.
    Recharge Full Pouch to draw Quivering Cube (Monster 2) from the vault.
    End turn

    Balazar wrote:

    Hand: Blazing Servant, Good Omen (Core), Fire Shield, Steel Ibis Lamellar, Headband of Mental Superiority, Cat (Core), Sands of the Hour, Monster 2 (Quivering Cube),

    Displayed: Padrig,
    Deck: 15 Discard: 2 Buried: 0
    Hero Points: 1
    NOTES:
    Available Support: Spells and blessing are available. Monster can be banished for abilities.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Augury, Djinn, Disable Mechanism, Shaman, Bound Shadow Demon, Eagle Aerie, Belt of Charging, Blessing of Pharasma, Soothing Word, The Paladin, Stone Skin, Blessing of the Starsong, Gem of Mental Acuity, Haste
    Recharged: Full Pouch,
    Discard Pile: The Carnival, Monster 0 (Proxy A),
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☑ +1 ☑ +2 ☐ +3
    Knowledge: Int +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Arcane: Cha +2

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    Arcane
    POWERS:
    After you play an attack spell, bury it.
    You may recharge (□ or shuffle into your deck) a spell (□ or an ally) to draw a new monster. (☑ When you defeat a summoned monster, you may draw a new monster.)
    When you defeat a monster and would banish it, you may draw it instead.
    You may banish a monster from your hand to add 1d4 plus the monster’s level to a local combat (☑ or to reduce damage a local character suffers by 1 plus the monster’s level) (□ or to recharge a spell from your discards) (□ or to add 1 plus the monster’s level to a check to acquire by a local character).
    □ You may evade a summoned card (□ or a monster) you encounter.
    ☑ On your non-combat check against a card, you may banish a monster from your hand to add 1d4. (☑ Add another 1d6 if the monster’s level exceeds that card’s level.)


    Acting for Radovan
    Hour is: The Twin
    When this is the hour: On your check, the first item or ally played is played freely.

    Move to join Kess, since he is already frightened.
    Graveyard card 1: Red Mantis Initiate
    Before acting, a random local character suffers 1d4 Ranged Combat damage.

    Radovan is odd: 1d2 ⇒ 1
    BYA ranged combat damage: 1d4 ⇒ 2

    Power reduces the damage by 1, discard Appleslayer.
    Draw a monster (Garden Guardian, level 3), display it next to Norge.
    Reveal Deadeye Pistol +1, add d4 for ability, Fell Veridio adds 2 poison (which is ignored by the undead Initiate), Norge adds 1 fire, banish the monster for d8 +3.

    Combat 18: 1d8 + 3 + 1d6 + 1 + 1d4 + 1 + 1d8 + 3 ⇒ (4) + 3 + (3) + 1 + (1) + 1 + (2) + 3 = 18 Success

    Discard The Lost to explore, heal Appleslayer.
    Graveyard card 2: Rajambari
    Before acting, each local character suffers 1 Combat damage.
    Kess takes 1
    Discard Zae.
    Reveal Deadeye Pistol +1, reload it for d6, add d4 for ability, Fell Veridio adds 2 poison (which is ignored by Rajambari), Norge adds 1 fire, The Lost adds 1.

    Combat 17: 1d8 + 3 + 1d6 + 1 + 1d6 + 1d4 + 1 + 1 ⇒ (8) + 3 + (6) + 1 + (6) + (1) + 1 + 1 = 27 Success

    End turn
    Pistol is drawn for sure, plus one other card. I don't want to mess with the deck handler, though.

    Hand: Deadeye Pistol +1, Alaeron, The Savored Sting, Blessing of Abadar.


    STR d10 (Melee +3) | DEX d6 (Acro +1) | CON d8 (Fort +1) | INT d6 | WIS d4 | CHA d8 (Diplo +1) Deck handler

    Out of turn - On Rad's turn, recharging Madu for 1 combat damage.

    My turn, Hour = Incitation. Move to Office and explore henchman B, so encounter Ghost.

    Frightened damage?: 1d4 - 1 ⇒ (3) - 1 = 2 - discard Mattock

    Combat 19 (11+8) w/ paint, gecko: 1d10 + 1d12 + 6 + 1d4 + 1d8 ⇒ (1) + (6) + 6 + (3) + (6) = 22 - Ghost defeated

    Card healed: Reed Moccasin.

    Stuttered moans escape an open window at the corner of the manor.

    Stifling her fear as the sun dips lower, Kess slips into a study with sprawled, overturned furniture - surprising a feasting ghoul. She stabs at the fiend with her lit torch, until its essence is reduced to ash.

    Kess wrote:

    Hand: Topaz of Strength, B of Achaekek, Reed Moccasin, Fire Gecko, B of Abadar, The Publican,

    Displayed: White War Paint (Core),
    Deck: 10 Discard: 2 Buried: 0
    "Hero Points: 0 // Kess has the following scourges marked:
    Frightened:
    While Marked:
    When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.

    When your location is closed, you may remove this scourge.

    "
    "NOTES:
    Available Support: All locations are urban, so Publican adds 2 dice to any check."

    Skills and Powers:
    SKILLS

    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Diplomacy: Charisma +1
    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies: None
    POWERS: (Bruiser)
    For your combat check, you may use Melee +1d8 ([X] or Melee +1d12 and add the magic trait).
    On your check vs. monster on which you don't play weapon/spell, you may recharge an ally ([] or an armor or item) to add 1d4 + that card's AD#.
    When you discard or bury a card as damage, it counts as 2 ([X] or 3) cards.
    When you defeat a monster, you may heal a card ([] or an ally).
    Reroll Used?: No


    During This Adventure: Level 0-1 cards (except for Veterans, blessings, and used loot) have been removed.
    The harrow suit is Stars.
    At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it.
    After you play your harrow, you may heal a card.

    During This Scenario: When you encounter a proxy B, banish it; then a local character summons and encounters the monster Ghost, then each local character suffers the scourge Frightened.

    On your check, you may recharge 4 cards to add 1d4 and the Magic trait.

    Additional Rules: Story Banes:
    Villain: None

    Closing Henchmen: Ghost (Proxy A):
    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.

    Danger: 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.

    Party Tracker

    Scenario Level (#): 4

    Turn: 7, Enora/Bigguyinblack

    Random Cards:

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

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

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

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

    Barriers
    Spoiler:
    Wyvern Blade Trap
    Core
    Barrier 3
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 12
    If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.

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

    Spoiler:
    Wailing Maidens
    CotCT
    Barrier 3
    Traits:
    Trap
    Trigger
    To Defeat:
    Wisdom
    Disable
    Perception
    Stealth 13
    When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.

    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.

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

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

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

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

    Spoiler:
    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:
    Venomous Dagger
    Core
    Weapon 3
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 11
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.

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

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


    Spoiler:
    Heat Metal
    Core
    Spell 2
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 7
    On a local combat check, banish to add 1d4+1 and the Fire trait.
    On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.

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

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


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

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

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


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

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

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

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

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

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

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

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

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


    Allies
    Spoiler:
    Ausio Carowyn
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 7
    OR Banish A Weapon 0
    On a local check to acquire, bury to add 2d12.
    Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.

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

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

    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.

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

    Spoiler:
    The Wanderer
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
    Discard to explore. If you moved this turn, recharge instead.

    Spoiler:
    The Beating
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
    To Acquire:
    Strength
    Melee 4+#
    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.

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

    Current Hour:

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

    Hours Remaining: 23

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 1 Raheli/NathanDavis
    The Gold-fisted
    Core
    Blessing 3
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: When you acquire a boon, you may recharge a card.
    To Acquire:
    Craft
    Divine 8
    On a local check to acquire, reload to add 1d4.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.
    Hourglass Card 2 Balazar/Iceman:
    Spoiler:
    Hourglass Card 2 Balazar/Iceman
    The All-seeing Eye
    Core
    Blessing 3
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
    To Acquire:
    Intelligence
    Arcane
    Divine 8
    On any check, discard to bless.
    On an Intelligence or Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order, then explore.
    Hourglass Card 3 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 3 Radovan/AbrahamZ
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card.
    To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Hourglass Card 4 Kess/wkover:
    Spoiler:
    Hourglass Card 4 Kess/wkover
    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 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Enora/Bigguyinblack
    Gozreh's Growth
    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: On your check against an Animal or Elemental card, add 1d4.
    To Acquire:
    Wisdom
    Divine
    Survival 4+#
    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
    Hourglass Card 6 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 6 Raheli/NathanDavis
    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 Balazar/Iceman:
    Spoiler:
    Hourglass Card 7 Balazar/Iceman
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    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 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 8 Radovan/AbrahamZ
    The Juggler
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, freely discard to reroll a die.
    Discard to explore.
    Hourglass Card 9 Kess/wkover:
    Spoiler:
    Hourglass Card 9 Kess/wkover
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Hourglass Card 10 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 10 Enora/Bigguyinblack
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 11 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 11 Raheli/NathanDavis
    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 Balazar/Iceman:
    Spoiler:
    Hourglass Card 12 Balazar/Iceman
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    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 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 13 Radovan/AbrahamZ
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Hourglass Card 14 Kess/wkover:
    Spoiler:
    Hourglass Card 14 Kess/wkover
    The Tyrant
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
    To Acquire:
    Charisma
    Fortitude 4+#
    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
    Hourglass Card 15 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 Enora/Bigguyinblack
    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 16 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 16 Raheli/NathanDavis
    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.
    Hourglass Card 17 Balazar/Iceman:
    Spoiler:
    Hourglass Card 17 Balazar/Iceman
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 18 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 18 Radovan/AbrahamZ
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played.
    To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Hourglass Card 19 Kess/wkover:
    Spoiler:
    Hourglass Card 19 Kess/wkover
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 20 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 20 Enora/Bigguyinblack
    The Prince of Pain
    Core
    Blessing 3
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
    To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
    Hourglass Card 21 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 21 Raheli/NathanDavis
    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 22 Balazar/Iceman:
    Spoiler:
    Hourglass Card 22 Balazar/Iceman
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 23 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 23 Radovan/AbrahamZ
    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.

    Location #1: Manor
    Urban
    At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Search your deck for a card and draw it.
    M: 0 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here:

    Manor Card 1 (Henchman Proxy B1):
    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.
    Manor Card 2:
    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.

    Manor Card 3:
    Ambrosia
    Core
    Item 3
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 12
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 14 check to recharge this card.
    Manor Card 4:
    Gray Maiden Plate
    CotCT
    Armor 2
    Traits:
    Gray Maiden
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 11
    Display. While displayed:
    * If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    Manor Card 5:
    Symbol of Insanity
    Core
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 12
    If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.
    Manor Card 6:
    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.
    Manor Card 7:
    Wayfinder
    Core
    Item 3
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Survival 10
    Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
    Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
    Manor Card 8:
    Giant Form
    CotCT
    Spell 4
    Traits:
    Arcane
    Magic
    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.

    Manor 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.
    Manor Card 10:
    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.
    Manor Card 11:
    Hellknight of the Nail
    CotCT
    Ally 3
    Traits:
    Hellknight
    Human
    To Acquire:
    Charisma
    Diplomacy 11
    On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

    Location #2: Reading Room
    Sacred
    Urban
    At This Location: On your check, if the hour is Harrow, add 1.
    When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
    When Permanently Closed: Heal a blessing.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
    Located/Displayed Here: Raheli
    Reading Room Card 1:
    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.
    Reading Room Card 2:
    Cerulean Mastermind
    CotCT
    Ally 3
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy
    Stealth 12
    On a local non-combat check, recharge this card and bury another card to add a local character's Knowledge or Stealth.
    Discard to explore. This exploration, on your Stealth checks, add 1d10.
    Reading Room Card 3:
    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.
    Reading Room Card 4:
    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.
    Reading Room Card 5:
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card.
    To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Reading Room 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.
    Reading Room Card 7:
    Embiggen
    CotCT
    Spell 2
    Traits:
    Arcane
    Divine
    Magic
    Promo
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    Freely display next to a local character. While displayed:
    * Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one).
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.
    Reading Room Card 8:
    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.
    Reading Room 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.
    Reading Room Card 10:
    Clairvoyance
    Core
    Spell 3
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    Banish to examine the top 3 cards of any location; return them in any order.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

    Location #3: Graveyard
    Sacred
    Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M: 0 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Radovan
    Graveyard Card 1:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.
    Graveyard Card 2:
    Helm of the Valkyrie
    Core
    Armor 2
    Traits:
    Heavy Armor
    Helm
    To Acquire:
    Constitution
    Fortitude 8
    When you suffer Combat damage, freely reveal to reduce it by 1.
    If proficient, when you suffer any damage, freely reveal to reduce it by 1.
    At the end of your turn, recharge to move.
    After playing this armor, you may not play a Helm boon this encounter.
    Graveyard Card 3:
    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.
    Graveyard Card 4:
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Graveyard Card 5:
    Magic Spiked Full Plate
    CotCT
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
    Graveyard Card 6:
    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.

    Location #4: Library
    Urban
    At This Location: On your check against a spell or a Book boon, add 1d6.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: You may heal a discarded or buried Book card.
    M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Enora, Balazar
    Library Card 1:
    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.
    Library Card 2:
    Madness Mist Trap
    CotCT
    Barrier 3
    Traits:
    Cache
    Lock
    Magic
    Trap
    To Defeat:
    Disable 8
    OR Fortitude 10
    If defeated, draw a new spell or item.
    If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.
    Library Card 3:
    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.

    Library Card 4:
    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.
    Library Card 5:
    Smoke Slayer
    CotCT
    Monster 2
    Traits:
    Elemental
    To Defeat:
    Combat 13
    Resistant to Melee.
    Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
    Library Card 6:
    Dust of Revealing
    CotCT
    Item 4
    Traits:
    Craft
    Object
    To Acquire:
    Intelligence
    Arcane
    Divine 11
    On a local Perception check, freely bury to add 2d10.
    Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.

    Location #5: Office
    Urban
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Kess
    Office Card 1:
    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.
    Office Card 2:
    Vicious Scythe
    CotCT
    Weapon 2
    Traits:
    2-Handed
    Magic
    Melee
    Scythe
    Slashing
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Office Card 3:
    Symbol of Fear
    CotCT
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 10
    If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
    Office Card 4:
    Wall of Lightning
    Core
    Barrier 3
    Traits:
    Construct
    Electricity
    Elemental
    Obstacle
    To Defeat:
    Dexterity
    Constitution
    Acrobatics
    Fortitude 10
    After acting, suffer 1d4+1 Electricity damage.
    If undefeated, reload this barrier into its location.
    Office Card 5:
    Evil Eye
    Core
    Barrier 0
    Traits:
    Curse
    Magic
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 6+#
    OR Knowledge
    Stealth 8+#
    When examined, suffer the scourge Dazed then banish this barrier.
    Cannot be evaded.
    If undefeated, suffer the scourge Dazed then banish this barrier.
    Office Card 6:
    Fortune-teller
    CotCT
    Ally 2
    Traits:
    Human
    Medium
    To Acquire:
    Charisma
    Diplomacy 11
    At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
    Discard to examine the top card of your location, then you may explore.
    Office Card 7:
    Plaguebringer's Mask
    CotCT
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Craft 11
    On your combat check or your check against a Disease card, reload to add 1d8.
    When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.
    Office Card 8:
    Bottled Lightning
    CotCT
    Item 4
    Traits:
    Alchemical
    Attack
    Electricity
    Liquid
    Ranged
    To Acquire:
    Intelligence 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.

    Office Card 9:
    Magical Mansion
    CotCT
    Spell 3
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    Display next to a location. While displayed:
    * Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
    * At the start of your turn or when this location is closed, banish.

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

    Office Card 10:
    Henchman Proxy A5
    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 #6: Twisting Passages
    Underground
    Urban
    At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: Each local character moves to a random other location.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here:
    Twisting Passages Card 1 (Henchman Proxy B6):
    Henchman Proxy B6
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Twisting Passages Card 2:
    Keen Starknife
    CotCT
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 12
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
    Twisting Passages Card 3:
    Cotct Basilisk
    CotCT
    Monster 2
    Traits:
    Animal
    To Defeat:
    Combat 12
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.
    Twisting Passages Card 4:
    Belt of Physical Prowess
    Core
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 11
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
    Twisting Passages Card 5:
    Mammoth
    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 18
    OR Survival 9
    Before acting, each local character suffers 1 Combat damage.
    Twisting Passages Card 6:
    Old Deadeye
    Core
    Blessing 3
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: On your check, if you are at a Wild location, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Survival 8
    On any check, discard to bless.
    On a Dexterity or Survival check, discard to bless twice.
    Discard to explore.
    Recharge to explore a Wild location.
    Twisting Passages Card 7:
    Dire Lion
    Core
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 17
    Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
    Damage is increased by 1d4-1.
    Twisting Passages Card 8:
    Flask of Curses
    CotCT
    Barrier 2
    Traits:
    Curse
    Trap
    To Defeat:
    Intelligence
    Craft 7
    OR Wisdom
    Perception 8
    If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
    Twisting Passages Card 9:
    Foes On All Sides
    CotCT
    Barrier 2
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
    Twisting Passages Card 10:
    Noble
    Core
    Ally 2
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 9
    On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
    Twisting Passages Card 11:
    Henchman Proxy A6
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Dark Archive

    deck handler

    The Lucky Drunk: When this is the hour: After your exploration, you may move to a random location.

    Enora soothes herself. Cast Soothing Word removing Frightened and healing 1.

    Library Card 1: 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.

    Fortitude 4 using Knowledge instead: 1d12 + 6 ⇒ (8) + 6 = 14

    Display Blue War Paint. Discard Cleric of Nethys to examine Library cards 2: Madness Mist Trap and 3: Restoration. Keep them in that order and explore.

    Library Card 5: Madness Mist Trap:

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

    disable 8 casting Fire Snake: 1d12 + 4 ⇒ (5) + 4 = 9

    Odds of a book are low so draw Spell #1 Disable Mechanism.

    Enora ends her turn.

    Enora attempts to recover all cards in her Recovery pile.
    Soothing Word: Arcane 11: 1d12 + 1d6 + 4 ⇒ (2) + (1) + 4 = 7 -> Soothing Word discarded.
    Fire Snake: Arcane 8: 1d12 + 1d6 + 4 ⇒ (1) + (1) + 4 = 6 -> Fire Snake discarded.

    Enora resets her hand.

    Enora wrote:

    Hand: Disable Mechanism, Chronicler, Spellbook, Life Drain 1, Marionette, Ice and Fire, Bestiary of Garund,

    Displayed: Blue War Paint,
    Deck: 10 Discard: 3 Buried: 0
    "Current Location: Library
    Hero Points: 0"
    "NOTES:
    Available Support: Blessings are available for use.

    Disable Mechanism: On any Disable check or any check against a Construct, Lock, or Trap bane, banish to Recovery to add 2d8.
    Movement: Move me to the Reading Room if my location closes.
    Other: Hi I'm Enora! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cure, Blessing of the Spellbound 2, Blessing of the Spellbound 1, Lightning Bolt, Binder's Tome, Blessing of the Savored Sting, The Eclipse , Pyrotechnic Blast, Blessing of Milani, Ring of Fire
    Recharged:
    Discard Pile: Cleric of Nethys, Soothing Word, Fire Snake,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Arcane Intelligence +1
    Craft Intelligence +1
    Knowledge Intelligence +3

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☐ 8
    Proficiencies:
    Arcane Light Armor
    POWERS:
    When you attempt a check to acquire a spell ([x] or an item), you may use your Knowledge skill in place of any listed skill.
    After you play a spell, you may recharge a random spell from your discard pile.
    Discard a spell to reduce Cold or Fire (☐ or Acid, Electricity, or Force) damage dealt to you (☐ or any character at your location) to 0.
    [x] You may reveal a boon that has the Book trait to add 1d4 (☐ +1)(☐ +2) to your check.

    Library card 1 acquired. Card 2 banished.
    Library card 3 examined: Restoration.
    Random spell #1 acquired.


    Deck Handler // Searching for: Item 5 > Spell 5 > Blessing 5

    Hour of the Gold Fisted Location: Harrow, so add 1 to checks

    Free Explore and encounter The Worldbreaker
    Banish Stone Skin to Acquire

    Discard Shy Ratani to explore and encounter Cerulean Mastermind
    Shy Ratani's exploration. Recharge Gem of Physical Prowess
    Stealth 12: 1d10 + 1d8 + 1 ⇒ (3) + (8) + 1 = 12 Acquired!

    Discard The Owl to Explore, and heal Shy Ratani, and encounter Sands of the Hour
    Knowledge 4: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5 Acquired!

    Recharge The Worldbreaker to explore and encounter Haunt
    Recharge Sands of the Hour
    Divine 6+4: 1d6 + 2 + 1 + 1d6 ⇒ (5) + 2 + 1 + (6) = 14 Banished
    The Worldbreaker, shuffle a random monster into a random location: 1d6 ⇒ 3 Random Monster shuffled into the Graveyard

    Recharge Staff of Minor Healing to heal The Owl

    Raheli's fight with the ghost compelled her to open herself to the higher powers and Rovagug was all to happy to bless her for a price. Having joined the seance for some elaborate scheme, at Cerulean recognized Raheli's growing power, he quickly aligned to her cause, thanks to a side discussion with the Shy Ratani. Soon enough, Rovagug revealed yet another spirit within the house. This time Raheli took her time and channeled her flesh poppet and easily drove the spirit away...into the Graveyard.

    Raheli wrote:

    Hand: Corrosion, Cerulean Mastermind, Blue Star, Sapphire of Intelligence, Blessing of Milani, Sacred Candle,

    Displayed: Flesh Poppet: 1,
    Deck: 15 Discard: 0 Buried: 0
    Notes: Frightened
    At Reading Room
    Blessing available.
    Blue Star: 1d6 Poison local Combat
    Corrosion: 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead trait.
    Cerulean Mastermind: Local non-combat check, add 1d8 + 2
    Sacred Candle: If the hour is tier 3 or higher, bury to acquire

    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d10 [X]+1 [X] +2 [X] +3 [ ] +4
    Disable: Dexterity +2
    Constitution d6 [ ] +1
    Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    Knowledge: Intelligence +2
    Wisdom d6 [ ] +1 [ ] +2
    Charisma d6 [ ] +1 [ ] +2

    Favored Card: Item
    Hand Size 5 [X] 6
    Proficient with:
    Powers:
    For your combat check, you may recharge a card to use your Dexterity skill + 1d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. ([ ] If you succeed at the check, you may draw a card.)
    On your check to defeat ([X] or your check to acquire an item or a spell) you may recharge any number of items to add 1d4 for each item recharged ([ ] plus the items' highest adventure deck number) to your check.


    Reading Room: Acquired 1-3. Banished 4
    Graveyard: Random Monster Shuffled in (more fuel for Raheli or Balazar, or a punching bag for Kess)


    Deck Handler

    The house of The All-seeing Eye
    When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.

    Seeing Enora eyeing the scroll of Restoration that someone left out on the librarian's desk, Balazar bounds back to the rear of the building. "Radovan, where'd you and that cohort of demons of yours wander off to?" he calls out. Hearing some noise coming from the family plot, he bounds over that way.

    Free explore of Graveyard. We'll call the new monster #7.
    Random card: 1d7 ⇒ 1

    Card #1 is Perplexing Text
    Reveal Headband

    Knowledge 11: 1d8 + 4 + 1d4 ⇒ (7) + 4 + (4) = 15 Success - acquire random spell #2.

    Balazar puts on his thinking cap and shushes Padrig for long enough to decipher that one of the crypts had the text of Heat Metal etched into its doorframe. "Fascinating!"

    Discard cat to explore
    Random card: 1d6 ⇒ 2

    Card #2 (of remaining six) is Limning Starknife
    Recharge the Lamellar to use arcane instead of Strength, reveal Headband, trigger cat.

    Strength 13: 1d12 + 6 + 1d4 + 1d4 ⇒ (3) + 6 + (4) + (1) = 14 Success

    One of Bal's familiars finds a curious item lying among the weeds. And what do you know - it's still in great shape.

    Discard Sands of the Hour to examine top two
    Random card: 1d5 ⇒ 1
    Random card: 1d4 ⇒ 4

    Card #1 (of remaining 5) is Helm of the Valkyrie, Card #4 (of the four after that) is Random Monster #1 - Gargoyle.
    Encounter the Helm, recharge the Starknife to use arcane instead of fortitude, reveal Headband, cannot fail (d12 +6 +d4 for 8).

    Not only that, but nearby there's a rather fancy looking helm. And it fits!

    End Turn
    Graveyard cards 1, 2, 3 acquired or banished.
    Top remaining card is Gargoyle.
    Random Spell #2 acquired.

    Balazar wrote:

    Hand: Blazing Servant, Good Omen (Core), Fire Shield, Heat Metal (Core), Helm of the Valkyrie, Headband of Mental Superiority, Monster 2 (Quivering Cube), Belt of Charging,

    Displayed: Padrig,
    Deck: 16 Discard: 4 Buried: 0
    Hero Points: 1
    NOTES:
    Available Support: Spells are available. Monster can be banished for abilities.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Pharasma, Bound Shadow Demon, Shaman, Haste, Blessing of the Starsong, Augury, Gem of Mental Acuity, Djinn, Soothing Word, Stone Skin, Disable Mechanism, The Paladin, Eagle Aerie
    Recharged: Full Pouch, Steel Ibis Lamellar, Limning Starknife,
    Discard Pile: The Carnival, Monster 0 (Proxy A), Cat (Core), Sands of the Hour,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☑ +1 ☑ +2 ☐ +3
    Knowledge: Int +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Arcane: Cha +2

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    Arcane
    POWERS:
    After you play an attack spell, bury it.
    You may recharge (□ or shuffle into your deck) a spell (□ or an ally) to draw a new monster. (☑ When you defeat a summoned monster, you may draw a new monster.)
    When you defeat a monster and would banish it, you may draw it instead.
    You may banish a monster from your hand to add 1d4 plus the monster’s level to a local combat (☑ or to reduce damage a local character suffers by 1 plus the monster’s level) (□ or to recharge a spell from your discards) (□ or to add 1 plus the monster’s level to a check to acquire by a local character).
    □ You may evade a summoned card (□ or a monster) you encounter.
    ☑ On your non-combat check against a card, you may banish a monster from your hand to add 1d4. (☑ Add another 1d6 if the monster’s level exceeds that card’s level.)


    During This Adventure: Level 0-1 cards (except for Veterans, blessings, and used loot) have been removed.
    The harrow suit is Stars.
    At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it.
    After you play your harrow, you may heal a card.

    During This Scenario: When you encounter a proxy B, banish it; then a local character summons and encounters the monster Ghost, then each local character suffers the scourge Frightened.

    On your check, you may recharge 4 cards to add 1d4 and the Magic trait.

    Additional Rules: Story Banes:
    Villain: None

    Closing Henchmen: Ghost (Proxy A):
    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.

    Danger: 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.

    Party Tracker

    Scenario Level (#): 4

    Turn: 10, Radovan/AbrahamZ

    Random Cards:

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

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

    Spoiler:
    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.

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

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

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

    Spoiler:
    Secret Stockpile
    Core
    Barrier 2
    Traits:
    Cache
    Lock
    To Defeat:
    Dexterity
    Disable 9
    OR Wisdom
    Perception 11
    If undefeated, you may banish this barrier.
    If defeated, draw a new weapon and a new armor.

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

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

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

    Spoiler:
    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:
    Dragonbane Greatsword
    CotCT
    Weapon 3
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
    If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.

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

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

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


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

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

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


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

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

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

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

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

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

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

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

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

    Allies
    Spoiler:
    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:
    Ausio Carowyn
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 7
    OR Banish A Weapon 0
    On a local check to acquire, bury to add 2d12.
    Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.

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

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

    Spoiler:
    Raccoon
    Core
    Ally 3
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 12
    On a local Dexterity non-combat or Disable check, recharge to add 1d8.
    Discard to explore. If you encounter a barrier, you may evade it and explore.

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

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

    Spoiler:
    The 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:
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    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 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.

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

    Current Hour:

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

    Hours Remaining: 20

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Kess/wkover:
    Spoiler:
    Hourglass Card 1 Kess/wkover
    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 2 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 Enora/Bigguyinblack
    Gozreh's Growth
    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: On your check against an Animal or Elemental card, add 1d4.
    To Acquire:
    Wisdom
    Divine
    Survival 4+#
    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
    Hourglass Card 3 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 3 Raheli/NathanDavis
    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 Balazar/Iceman:
    Spoiler:
    Hourglass Card 4 Balazar/Iceman
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Hourglass Card 5 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 5 Radovan/AbrahamZ
    The Juggler
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, freely discard to reroll a die.
    Discard to explore.
    Hourglass Card 6 Kess/wkover:
    Spoiler:
    Hourglass Card 6 Kess/wkover
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Hourglass Card 7 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 Enora/Bigguyinblack
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 8 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 8 Raheli/NathanDavis
    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 9 Balazar/Iceman:
    Spoiler:
    Hourglass Card 9 Balazar/Iceman
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    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 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 10 Radovan/AbrahamZ
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Hourglass Card 11 Kess/wkover:
    Spoiler:
    Hourglass Card 11 Kess/wkover
    The Tyrant
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
    To Acquire:
    Charisma
    Fortitude 4+#
    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
    Hourglass Card 12 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 12 Enora/Bigguyinblack
    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 13 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 13 Raheli/NathanDavis
    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.
    Hourglass Card 14 Balazar/Iceman:
    Spoiler:
    Hourglass Card 14 Balazar/Iceman
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 15 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 15 Radovan/AbrahamZ
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played.
    To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Hourglass Card 16 Kess/wkover:
    Spoiler:
    Hourglass Card 16 Kess/wkover
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 17 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 Enora/Bigguyinblack
    The Prince of Pain
    Core
    Blessing 3
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
    To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
    Hourglass Card 18 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 18 Raheli/NathanDavis
    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 19 Balazar/Iceman:
    Spoiler:
    Hourglass Card 19 Balazar/Iceman
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 20 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 20 Radovan/AbrahamZ
    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.

    Location #1: Manor
    Urban
    At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Search your deck for a card and draw it.
    M: 0 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here:

    Manor Card 1 (Henchman Proxy B1):
    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.
    Manor Card 2:
    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.

    Manor Card 3:
    Ambrosia
    Core
    Item 3
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 12
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 14 check to recharge this card.
    Manor Card 4:
    Gray Maiden Plate
    CotCT
    Armor 2
    Traits:
    Gray Maiden
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 11
    Display. While displayed:
    * If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    Manor Card 5:
    Symbol of Insanity
    Core
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 12
    If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.
    Manor Card 6:
    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.
    Manor Card 7:
    Wayfinder
    Core
    Item 3
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Survival 10
    Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
    Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
    Manor Card 8:
    Giant Form
    CotCT
    Spell 4
    Traits:
    Arcane
    Magic
    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.

    Manor 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.
    Manor Card 10:
    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.
    Manor Card 11:
    Hellknight of the Nail
    CotCT
    Ally 3
    Traits:
    Hellknight
    Human
    To Acquire:
    Charisma
    Diplomacy 11
    On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

    Location #2: Reading Room
    Sacred
    Urban
    At This Location: On your check, if the hour is Harrow, add 1.
    When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
    When Permanently Closed: Heal a blessing.
    M: 1 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Raheli
    Reading Room Card 1:
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card.
    To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Reading Room Card 2:
    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.
    Reading Room Card 3:
    Embiggen
    CotCT
    Spell 2
    Traits:
    Arcane
    Divine
    Magic
    Promo
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    Freely display next to a local character. While displayed:
    * Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one).
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.
    Reading Room Card 4:
    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.
    Reading Room Card 5:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Reading Room Card 6:
    Clairvoyance
    Core
    Spell 3
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    Banish to examine the top 3 cards of any location; return them in any order.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

    Location #3: Graveyard
    Sacred
    Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Radovan, Balazar
    Graveyard Card 1 (Gargoyle):
    Gargoyle
    Core
    Monster 2
    Traits:
    Gargoyle
    To Defeat:
    Combat 15
    Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.
    Graveyard Card 2:
    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.
    Graveyard Card 3:
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Graveyard Card 4:
    Magic Spiked Full Plate
    CotCT
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

    Location #4: Library
    Urban
    At This Location: On your check against a spell or a Book boon, add 1d6.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: You may heal a discarded or buried Book card.
    M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Enora
    Library Card 1 (Restoration):
    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.

    Library Card 2:
    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.
    Library Card 3:
    Smoke Slayer
    CotCT
    Monster 2
    Traits:
    Elemental
    To Defeat:
    Combat 13
    Resistant to Melee.
    Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
    Library Card 4:
    Dust of Revealing
    CotCT
    Item 4
    Traits:
    Craft
    Object
    To Acquire:
    Intelligence
    Arcane
    Divine 11
    On a local Perception check, freely bury to add 2d10.
    Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.

    Location #5: Office
    Urban
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Kess
    Office Card 1:
    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.
    Office Card 2:
    Vicious Scythe
    CotCT
    Weapon 2
    Traits:
    2-Handed
    Magic
    Melee
    Scythe
    Slashing
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Office Card 3:
    Symbol of Fear
    CotCT
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 10
    If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
    Office Card 4:
    Wall of Lightning
    Core
    Barrier 3
    Traits:
    Construct
    Electricity
    Elemental
    Obstacle
    To Defeat:
    Dexterity
    Constitution
    Acrobatics
    Fortitude 10
    After acting, suffer 1d4+1 Electricity damage.
    If undefeated, reload this barrier into its location.
    Office Card 5:
    Evil Eye
    Core
    Barrier 0
    Traits:
    Curse
    Magic
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 6+#
    OR Knowledge
    Stealth 8+#
    When examined, suffer the scourge Dazed then banish this barrier.
    Cannot be evaded.
    If undefeated, suffer the scourge Dazed then banish this barrier.
    Office Card 6:
    Fortune-teller
    CotCT
    Ally 2
    Traits:
    Human
    Medium
    To Acquire:
    Charisma
    Diplomacy 11
    At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
    Discard to examine the top card of your location, then you may explore.
    Office Card 7:
    Plaguebringer's Mask
    CotCT
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Craft 11
    On your combat check or your check against a Disease card, reload to add 1d8.
    When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.
    Office Card 8:
    Bottled Lightning
    CotCT
    Item 4
    Traits:
    Alchemical
    Attack
    Electricity
    Liquid
    Ranged
    To Acquire:
    Intelligence 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.

    Office Card 9:
    Magical Mansion
    CotCT
    Spell 3
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    Display next to a location. While displayed:
    * Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
    * At the start of your turn or when this location is closed, banish.

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

    Office Card 10:
    Henchman Proxy A5
    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 #6: Twisting Passages
    Underground
    Urban
    At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: Each local character moves to a random other location.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here:
    Twisting Passages Card 1 (Henchman Proxy B6):
    Henchman Proxy B6
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Twisting Passages Card 2:
    Keen Starknife
    CotCT
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 12
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
    Twisting Passages Card 3:
    Cotct Basilisk
    CotCT
    Monster 2
    Traits:
    Animal
    To Defeat:
    Combat 12
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.
    Twisting Passages Card 4:
    Belt of Physical Prowess
    Core
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 11
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
    Twisting Passages Card 5:
    Mammoth
    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 18
    OR Survival 9
    Before acting, each local character suffers 1 Combat damage.
    Twisting Passages Card 6:
    Old Deadeye
    Core
    Blessing 3
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: On your check, if you are at a Wild location, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Survival 8
    On any check, discard to bless.
    On a Dexterity or Survival check, discard to bless twice.
    Discard to explore.
    Recharge to explore a Wild location.
    Twisting Passages Card 7:
    Dire Lion
    Core
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 17
    Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
    Damage is increased by 1d4-1.
    Twisting Passages Card 8:
    Flask of Curses
    CotCT
    Barrier 2
    Traits:
    Curse
    Trap
    To Defeat:
    Intelligence
    Craft 7
    OR Wisdom
    Perception 8
    If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
    Twisting Passages Card 9:
    Foes On All Sides
    CotCT
    Barrier 2
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
    Twisting Passages Card 10:
    Noble
    Core
    Ally 2
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 9
    On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
    Twisting Passages Card 11:
    Henchman Proxy A6
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.


    Radovan
    Hour of Sarenrae's Light
    When this is the hour: When you heal, you may heal an additional card.

    Since Raheli is still Frightened (which will go away when location closes), head to the Reading Room and try to help there.
    Free explore: Sarenrae's Light
    Recharge Sands of the Hour to bless

    Wisdom 8: 1d6 + 1d6 ⇒ (1) + (1) = 2 Nope.

    Discard Alaeron to explore.
    Reading Room #2: Landshark (knew I should have used Sands to examine!)
    Reveal Deadeye Pistol +1, add d4 for ability, Fell Veridio adds 2 poison, Norge adds 1 fire, recharge Grogul for d6, ask Raheli for Blue Star

    Combat 21: 1d8 + 3 + 1d6 + 1 + 1d4 + 2 + 1 + 1d6 + 1d6 ⇒ (2) + 3 + (5) + 1 + (1) + 2 + 1 + (3) + (6) = 24 Success

    Discard Savored Sting to explore.
    Reading Room #3: Embiggen
    Ask Balazar for Good Omen

    Wisdom 8: 1d6 + 1d6 + 4 ⇒ (3) + (6) + 4 = 13 Success

    Display the spell next to Quang (available for d6 +2 to my non-combat check)
    End turn

    Radovan 4.0 wrote:

    Hand: Deadeye Pistol +1, Red Mantis Mask, Rodrick, Poisoned Bullets, Shark Skin Armor, Blessing of Abadar,

    Displayed: Embiggen,
    Deck: 9 Discard: 4 Buried: 0
    Hero Points: 1
    Paizo merch reroll: Available
    NOTES:
    Available Support: Blessings and other cards are available unless stated otherwise.
    Blessing of Abadar: +2 dice vs barriers
    Movement: If location closes, move to: Next character

    Other: If you are local to Radovan and you are dealt dmg by a bane, even if it's reduced to 0, please note it; Radovan displays a monster once/turn when this happens.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Elements, Old Deadeye, Humanbane Rapier, Hrym, Appleslayer, Snick, Spider Venom
    Recharged: Sands of the Hour, Grogul,
    Discard Pile: The Lost , Zae, Alaeron, The Savored Sting,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Disable: Dex +2
    Stealth: Dex +2
    Acrobatics: Dex +2 (Quang)
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Fortitude = Con +2 (Norge)
    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1
    Charisma d8 ☐ +1 ☐ +2
    Diplomacy: Cha +2
    Perception = Diplomacy (i.e. Cha +2) (Fell Viridio)

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS:

  • At the start of the scenario, display any 1 devil form ([X] or 2 devil forms) ([X] or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
  • Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
  • Reduce Fire, Poison, or Ranged Combat damage (☐ or damage dealt by a summoned monster) dealt to you (☐ or to a character at your location) by 1 (☐ 2) (☐ 3).
    ☐ When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
    ☐ When a monster encountered by a character at your location is undefeated (☐ or when you defeat a monster), display a monster from the box next to a displayed devil form.
  • Quang: you may evade your encounter.
  • Quang: When you acquire a boon, you may display it next to this card.
  • Quang: On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number.
  • Norge: reduce Fire damage dealt to you to 0.
  • Norge: Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
  • Norge: On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number.
  • Fell Viridio: reduce Poison damage dealt to you to 0.
  • Fell Viridio: Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
  • Fell Viridio: On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number.


  • Deck Handler

    Recovery roll for Good Omen is automatic


    STR d10 (Melee +3) | DEX d6 (Acro +1) | CON d8 (Fort +1) | INT d6 | WIS d4 | CHA d8 (Diplo +1) Deck handler

    The Hidden Truth
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.

    If anyone wants to examine cards (deck or location), now might be a good time.

    A gargoyle has gone off-leash at the graveyard. Kess arrives and pounces.

    Move to Graveyard, explore and encounter revealed Gargoyle.

    Frightened damage?: 1d4 - 1 ⇒ (2) - 1 = 1 - discard Topaz

    Combat 15 w/ magic bonus, gecko, paint: 1d10 + 1d12 + 6 + 1d8 + 1d4 + 4 ⇒ (9) + (4) + 6 + (3) + (4) + 4 = 30

    Card healed = Topaz.

    The brawler grabs the flyer's barbed tail and swings it into the next county.

    Discard Moccasin to explore again, encounter Dispelling Mist.

    Like a frightened squid, the gargoyle leaves behind a mist that urges Kess and Balazar to run. But they stand firm, as Pathfinders are known to do.

    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.

    Location is almost closed, so I don't think it's worth spending any resources. Auto-fail barrier check, and barrier is displayed.

    Balazar recharges 1d4 random Magic boons. (Kess has none to recharge.)

    Discard Publican to explore again. Card healed from Harrow: Moccasin. Card encountered from exploration: Henchman A.

    Frightened damage?: 1d4 - 1 ⇒ (4) - 1 = 3 - discard B of Achaekek

    Combat 19 w/ Gecko, paint, Publican bonus: 1d10 + 1d12 + 6 + 1d4 + 1d8 + 1d10 ⇒ (3) + (11) + 6 + (3) + (1) + (2) = 26 - Ghost defeated, now to close

    Card healed: B of Achaekek.

    Pausing for rules discussion.


    STR d10 (Melee +3) | DEX d6 (Acro +1) | CON d8 (Fort +1) | INT d6 | WIS d4 | CHA d8 (Diplo +1) Deck handler

    Continuing turn.

    Now to close, encountering Zombie Minion.

    Frightened damage?: 1d4 - 1 ⇒ (4) - 1 = 3 - discard Abadar blessing

    Combat 9 is an auto-win. Now for Combat 15.

    Combat 15 w/ gecko, paint, Publican die: 1d10 + 1d12 + 6 + 1d4 + 1d8 + 1d10 ⇒ (8) + (5) + 6 + (3) + (7) + (1) = 30 - Zombie defeated

    With a 1-2-3 punch, a ghost and zombie are down for the count. Kess smudges her paint a smidge, but now she's decorated with the dried blood of her opponents - so not a big deal.

    Card healed: Mattock.

    Random undead monster shuffled into which location (Graveyard closing)?: 1d5 ⇒ 2 - Reading Room

    Kess wrote:

    Hand: Red War Paint, B of Gorum, Mastiff, Fire Gecko, Amulet of Mighty Fists, Incitation,

    Displayed: White War Paint (Core),
    Deck: 9 Discard: 3 Buried: 0
    Hero Points: 0

    Skills and Powers:
    SKILLS

    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Diplomacy: Charisma +1
    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies: None
    POWERS: (Bruiser)
    For your combat check, you may use Melee +1d8 ([X] or Melee +1d12 and add the magic trait).
    On your check vs. monster on which you don't play weapon/spell, you may recharge an ally ([] or an armor or item) to add 1d4 + that card's AD#.
    When you discard or bury a card as damage, it counts as 2 ([X] or 3) cards.
    When you defeat a monster, you may heal a card ([] or an ally).
    Reroll Used?: No

    Graveyard is closed. Displayed barrier is banished. Balazar, Kess lose their Frightened scourges. Random undead shuffled into the Reading Room. Kess moves to Manor after closing.

    Dark Archive

    deck handler

    Gozreh's Growth: When this is the hour: On your check against an Animal or Elemental card, add 1d4.

    Library Card 1 (Restoration): 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.

    divine 12 using Knowledge instead, reveal a book to reveal Chronicler to add 1d6, reveal Spellbook, reveal a book to use Enora's power, aided by location: 1d12 + 2d6 + 2d4 + 6 ⇒ (10) + (3, 4) + (2, 2) + 6 = 27

    End of turn discard Bestiary of Garund.

    Enora wrote:

    Hand: Disable Mechanism, Chronicler, Spellbook, Life Drain 1, Marionette, Ice and Fire, Restoration,

    Displayed: Blue War Paint,
    Deck: 10 Discard: 4 Buried: 0
    "Current Location: Library
    Hero Points: 0"
    "NOTES:
    Available Support: Blessings are available for use.

    Disable Mechanism: On any Disable check or any check against a Construct, Lock, or Trap bane, banish to Recovery to add 2d8.
    Movement: Move me to the Reading Room if my location closes.
    Other: Hi I'm Enora! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cure, Lightning Bolt, Blessing of the Savored Sting, Ring of Fire, Blessing of Milani, The Eclipse , Pyrotechnic Blast, Blessing of the Spellbound 2, Binder's Tome, Blessing of the Spellbound 1
    Recharged:
    Discard Pile: Cleric of Nethys, Soothing Word, Fire Snake, Bestiary of Garund,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Arcane Intelligence +1
    Craft Intelligence +1
    Knowledge Intelligence +3

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☐ 8
    Proficiencies:
    Arcane Light Armor
    POWERS:
    When you attempt a check to acquire a spell ([x] or an item), you may use your Knowledge skill in place of any listed skill.
    After you play a spell, you may recharge a random spell from your discard pile.
    Discard a spell to reduce Cold or Fire (☐ or Acid, Electricity, or Force) damage dealt to you (☐ or any character at your location) to 0.
    [x] You may reveal a boon that has the Book trait to add 1d4 (☐ +1)(☐ +2) to your check.

    Library card 1 acquired.


    Deck Handler

    Recharge how many magic boons: 1d4 ⇒ 1
    Recharge which magic boon: 1d6 ⇒ 4

    Helm of the Valkyrie is recharged. Awww, no flying about.


    During This Adventure: Level 0-1 cards (except for Veterans, blessings, and used loot) have been removed.
    The harrow suit is Stars.
    At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it.
    After you play your harrow, you may heal a card.

    During This Scenario: When you encounter a proxy B, banish it; then a local character summons and encounters the monster Ghost, then each local character suffers the scourge Frightened.

    On your check, you may recharge 4 cards to add 1d4 and the Magic trait.

    Additional Rules: Story Banes:
    Villain: None

    Closing Henchmen: Ghost (Proxy A):
    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.

    Danger: 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.

    Party Tracker

    Scenario Level (#): 4

    Turn: 13, Raheli/NathanDavis

    Random Cards:

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

    Spoiler:
    Cotct 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:
    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.

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

    Spoiler:
    Basilisk
    Core
    Monster 3
    Traits:
    Aberration
    Basilisk
    To Defeat:
    Combat 14
    Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
    If undefeated, bury a random card from your discards.
    If defeated, remove the scourges Dazed and Entangled from all local characters.

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

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

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

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

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

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

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

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


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

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


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

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


    Spoiler:
    Dragon's Breath
    CotCT
    Spell 3
    Traits:
    Arcane
    Magic
    Attack
    To Acquire:
    Intelligence
    Arcane 11
    For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.

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


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

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

    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:
    Sable Company Leathers
    CotCT
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Acrobatics
    Fortitude 10
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.

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

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

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

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


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

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


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

    Spoiler:
    Bloodroot Poison
    CotCT
    Item 3
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 9
    Display. While displayed:
    * On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

    Allies
    Spoiler:
    Pit Gladiator
    CotCT
    Ally 2
    Traits:
    Fighter
    Human
    To Acquire:
    Strength
    Melee 10
    THEN Charisma
    Diplomacy 9
    On a local combat check, bury to add 2d6.
    Discard to explore; you may first draw a weapon from your discards.

    Spoiler:
    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:
    Raccoon
    Core
    Ally 3
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 12
    On a local Dexterity non-combat or Disable check, recharge to add 1d8.
    Discard to explore. If you encounter a barrier, you may evade it and explore.

    Spoiler:
    Sable Company Marine
    CotCT
    Ally 3
    Traits:
    Human
    Soldier
    To Acquire:
    Dexterity
    Ranged 11
    THEN Charisma
    Diplomacy 10
    On the first combat check of a turn, if it is local, recharge to add 1d8.
    Discard to explore. This exploration, on your first combat check, add 1d8.

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

    Blessings
    Spoiler:
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    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 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:
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

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

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

    Hour Power: 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: 17

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Balazar/Iceman:
    Spoiler:
    Hourglass Card 1 Balazar/Iceman
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    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 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 2 Radovan/AbrahamZ
    The Juggler
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, freely discard to reroll a die.
    Discard to explore.
    Hourglass Card 3 Kess/wkover:
    Spoiler:
    Hourglass Card 3 Kess/wkover
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Hourglass Card 4 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 4 Enora/Bigguyinblack
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 5 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 5 Raheli/NathanDavis
    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 Balazar/Iceman:
    Spoiler:
    Hourglass Card 6 Balazar/Iceman
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    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 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 7 Radovan/AbrahamZ
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Hourglass Card 8 Kess/wkover:
    Spoiler:
    Hourglass Card 8 Kess/wkover
    The Tyrant
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
    To Acquire:
    Charisma
    Fortitude 4+#
    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
    Hourglass Card 9 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Enora/Bigguyinblack
    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 10 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 10 Raheli/NathanDavis
    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.
    Hourglass Card 11 Balazar/Iceman:
    Spoiler:
    Hourglass Card 11 Balazar/Iceman
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 12 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 12 Radovan/AbrahamZ
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played.
    To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Hourglass Card 13 Kess/wkover:
    Spoiler:
    Hourglass Card 13 Kess/wkover
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 14 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 14 Enora/Bigguyinblack
    The Prince of Pain
    Core
    Blessing 3
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
    To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
    Hourglass Card 15 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 15 Raheli/NathanDavis
    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 16 Balazar/Iceman:
    Spoiler:
    Hourglass Card 16 Balazar/Iceman
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 17 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 17 Radovan/AbrahamZ
    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.

    Location #1: Manor
    Urban
    At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Search your deck for a card and draw it.
    M: 0 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: Kess

    Manor Card 1 (Henchman Proxy B1):
    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.
    Manor Card 2:
    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.

    Manor Card 3:
    Ambrosia
    Core
    Item 3
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 12
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 14 check to recharge this card.
    Manor Card 4:
    Gray Maiden Plate
    CotCT
    Armor 2
    Traits:
    Gray Maiden
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 11
    Display. While displayed:
    * If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    Manor Card 5:
    Symbol of Insanity
    Core
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 12
    If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.
    Manor Card 6:
    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.
    Manor Card 7:
    Wayfinder
    Core
    Item 3
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Survival 10
    Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
    Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
    Manor Card 8:
    Giant Form
    CotCT
    Spell 4
    Traits:
    Arcane
    Magic
    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.

    Manor 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.
    Manor Card 10:
    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.
    Manor Card 11:
    Hellknight of the Nail
    CotCT
    Ally 3
    Traits:
    Hellknight
    Human
    To Acquire:
    Charisma
    Diplomacy 11
    On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

    Location #2: Reading Room
    Sacred
    Urban
    At This Location: On your check, if the hour is Harrow, add 1.
    When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
    When Permanently Closed: Heal a blessing.
    M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Raheli, Radovan, Balazar
    Reading Room Card 1:
    Wand of Flame
    Core
    Item 2
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic
    Veteran
    Wand
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 11
    For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
    Reading Room Card 2:
    Vampire Spawn
    CotCT
    Monster 2
    Traits:
    Undead
    Vampire
    To Defeat:
    Combat 15
    Immune to Mental and Poison.
    If undefeated, bury a random card from your discards.
    Reading Room 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.
    Reading Room Card 4:
    Clairvoyance
    Core
    Spell 3
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    Banish to examine the top 3 cards of any location; return them in any order.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

    Location #4: Library
    Urban
    At This Location: On your check against a spell or a Book boon, add 1d6.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: You may heal a discarded or buried Book card.
    M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Enora
    Library Card 1:
    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.
    Library Card 2:
    Smoke Slayer
    CotCT
    Monster 2
    Traits:
    Elemental
    To Defeat:
    Combat 13
    Resistant to Melee.
    Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
    Library Card 3:
    Dust of Revealing
    CotCT
    Item 4
    Traits:
    Craft
    Object
    To Acquire:
    Intelligence
    Arcane
    Divine 11
    On a local Perception check, freely bury to add 2d10.
    Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.

    Location #5: Office
    Urban
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here:
    Office Card 1:
    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.
    Office Card 2:
    Vicious Scythe
    CotCT
    Weapon 2
    Traits:
    2-Handed
    Magic
    Melee
    Scythe
    Slashing
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Office Card 3:
    Symbol of Fear
    CotCT
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 10
    If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
    Office Card 4:
    Wall of Lightning
    Core
    Barrier 3
    Traits:
    Construct
    Electricity
    Elemental
    Obstacle
    To Defeat:
    Dexterity
    Constitution
    Acrobatics
    Fortitude 10
    After acting, suffer 1d4+1 Electricity damage.
    If undefeated, reload this barrier into its location.
    Office Card 5:
    Evil Eye
    Core
    Barrier 0
    Traits:
    Curse
    Magic
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 6+#
    OR Knowledge
    Stealth 8+#
    When examined, suffer the scourge Dazed then banish this barrier.
    Cannot be evaded.
    If undefeated, suffer the scourge Dazed then banish this barrier.
    Office Card 6:
    Fortune-teller
    CotCT
    Ally 2
    Traits:
    Human
    Medium
    To Acquire:
    Charisma
    Diplomacy 11
    At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
    Discard to examine the top card of your location, then you may explore.
    Office Card 7:
    Plaguebringer's Mask
    CotCT
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Craft 11
    On your combat check or your check against a Disease card, reload to add 1d8.
    When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.
    Office Card 8:
    Bottled Lightning
    CotCT
    Item 4
    Traits:
    Alchemical
    Attack
    Electricity
    Liquid
    Ranged
    To Acquire:
    Intelligence 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.

    Office Card 9:
    Magical Mansion
    CotCT
    Spell 3
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    Display next to a location. While displayed:
    * Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
    * At the start of your turn or when this location is closed, banish.

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

    Office Card 10:
    Henchman Proxy A5
    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 #6: Twisting Passages
    Underground
    Urban
    At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: Each local character moves to a random other location.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here:
    Twisting Passages Card 1 (Henchman Proxy B6):
    Henchman Proxy B6
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Twisting Passages Card 2:
    Keen Starknife
    CotCT
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 12
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
    Twisting Passages Card 3:
    Cotct Basilisk
    CotCT
    Monster 2
    Traits:
    Animal
    To Defeat:
    Combat 12
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.
    Twisting Passages Card 4:
    Belt of Physical Prowess
    Core
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 11
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
    Twisting Passages Card 5:
    Mammoth
    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 18
    OR Survival 9
    Before acting, each local character suffers 1 Combat damage.
    Twisting Passages Card 6:
    Old Deadeye
    Core
    Blessing 3
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: On your check, if you are at a Wild location, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Survival 8
    On any check, discard to bless.
    On a Dexterity or Survival check, discard to bless twice.
    Discard to explore.
    Recharge to explore a Wild location.
    Twisting Passages Card 7:
    Dire Lion
    Core
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 17
    Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
    Damage is increased by 1d4-1.
    Twisting Passages Card 8:
    Flask of Curses
    CotCT
    Barrier 2
    Traits:
    Curse
    Trap
    To Defeat:
    Intelligence
    Craft 7
    OR Wisdom
    Perception 8
    If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
    Twisting Passages Card 9:
    Foes On All Sides
    CotCT
    Barrier 2
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
    Twisting Passages Card 10:
    Noble
    Core
    Ally 2
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 9
    On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
    Twisting Passages Card 11:
    Henchman Proxy A6
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.


    Deck Handler // Searching for: Item 5 > Spell 5 > Blessing 5

    On Balazar's turn, bury to draw The All-seeing Eye from the Hour Glass. On Radovan's turn, bury Blue Star

    Hour of Benefaction
    Give Card to Balazar: Corrosion

    Corrosion:
    Traits
    Magic
    Arcane
    Divine
    Acid

    Powers
    Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

    Free Explore and encounter Wand of Flame
    Arcane 9: 1d8 + 2 ⇒ (4) + 2 = 6 Banished

    Discard The All-seeing Eye to examine two cards, return them in any order and explore
    Reading Room Card 2: Vampire Spawn
    Reading Room Card 3: Henchman Proxy A2
    Put Henchman Proxy on top and then explore and encounter Ghost

    Frightened Mental Damage: 1d4 - 1 ⇒ (2) - 1 = 1 Discard Cerulean Mastermind
    Recharge Blessing of Milani and Sapphire of Intelligence. Send Balazar's Corrosion to Recovery. Use Flesh Poppet Token
    Combat 11+8: 1d10 + 1d8 + 3 + 1d4 + 1d10 + 1d4 ⇒ (3) + (7) + 3 + (2) + (2) + (2) = 19 Wow!
    Add Token to Flesh Poppet

    Closing: Summon Asmodeus's Tyranny. Discard Kess' Incantation or Radovan's Blessing of Abadar
    Divine 5+4: 1d6 + 2 + 1d6 ⇒ (5) + 2 + (3) = 10 Weh! Sweating that one!
    Closed! Heal The All-seeing Eye. Lose Frightened Condition
    Move to the Office

    After sharing some hex craft with Balazar, Raheli felt ready to face her fears. She lit a candle to the All-seeing Eye and searched for the last remaining ghost in the Reading Room. When at last the ghost manifested, the Cerulean fled, but Raheli held fast attacking with wind, hair, and sapphire. The ghost nearly overcame her this time, but the essence of the last ghost powered her further and Balazar's newly learned hex beat the apparition into submission, hiding inside the Flesh Poppet. Raheli's fear subsided.

    Somehow the powers of many gods have coursed through this harrow room and Raheli was able to capture a piece of Asmodeus' Tyranny before leaving.

    Raheli wrote:

    Hand: Asmodeus's Tyranny, Sands of the Hour, Silver Raven Figurine, Boots of Friendly Terrain, Wolf, Balmberry,

    Displayed: Flesh Poppet: 1,
    Deck: 14 Discard: 1 Buried: 2
    Notes: At Office, if closed go to Library
    Blessings available.
    If you are about to hit a difficult check to close, I can Silver Raven Boots of Friendly Terrain. Likewise, if you have armor, weapons, items taking up valuable space in your hand, I can Silver Raven them to me.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d10 [X]+1 [X] +2 [X] +3 [ ] +4
    Disable: Dexterity +2
    Constitution d6 [ ] +1
    Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    Knowledge: Intelligence +2
    Wisdom d6 [ ] +1 [ ] +2
    Charisma d6 [ ] +1 [ ] +2

    Favored Card: Item
    Hand Size 5 [X] 6
    Proficient with:
    Powers:
    For your combat check, you may recharge a card to use your Dexterity skill + 1d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. ([ ] If you succeed at the check, you may draw a card.)
    On your check to defeat ([X] or your check to acquire an item or a spell) you may recharge any number of items to add 1d4 for each item recharged ([ ] plus the items' highest adventure deck number) to your check.


    Closed Reading Room, moved to Office. Radovan and Balazar need to move as well.
    Acquired The All-Seeing Eye from the Hour Glass
    Acquired Asmodeus's Tyranny from Random
    Discarded either Kess' Incantation or Radovan's Blessing of Abadar
    Gave Corrosion to Balazar and then sent it to Recovery.


    Balazar must move when Reading Room closed on Raheli's turn.

    (Botting Radovan on Raheli's turn)
    Discarding Blessing of Abadar for Raheli's closing check.
    Moving to Office when Reading Room closed.

    During This Adventure: Level 0-1 cards (except for Veterans, blessings, and used loot) have been removed.
    The harrow suit is Stars.
    At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it.
    After you play your harrow, you may heal a card.

    During This Scenario: When you encounter a proxy B, banish it; then a local character summons and encounters the monster Ghost, then each local character suffers the scourge Frightened.

    On your check, you may recharge 4 cards to add 1d4 and the Magic trait.

    Additional Rules: Story Banes:
    Villain: None

    Closing Henchmen: Ghost (Proxy A):
    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.

    Danger: 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.

    Party Tracker

    Scenario Level (#): 4

    Turn: 14, Balazar/Iceman

    Random Cards:

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

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

    Spoiler:
    Ghast
    Core
    Monster 3
    Traits:
    Ghoul
    Undead
    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:
    Mimic
    Core
    Monster 2
    Traits:
    Aberration
    Trap
    To Defeat:
    Combat 15
    OR Wisdom
    Perception 9
    On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
    If undefeated, suffer the scourge Entangled.

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

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

    Spoiler:
    Biting Tigers
    CotCT
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Combat 16
    OR Acrobatics
    Disable
    Stealth 9
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1d6 Combat damage.

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

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

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

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

    Spoiler:
    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:
    Venomous Dagger
    Core
    Weapon 3
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 11
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.

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

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


    Spoiler:
    Poison Blast
    CotCT
    Spell 3
    Traits:
    Arcane
    Attack
    Magic
    Poison
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, banish to use Arcane + 2d12.
    On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.

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


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

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


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

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


    Spoiler:
    Dragon's Breath
    CotCT
    Spell 3
    Traits:
    Arcane
    Magic
    Attack
    To Acquire:
    Intelligence
    Arcane 11
    For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.

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


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

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

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

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

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


    Spoiler:
    Ring of Protection
    Core
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 3.

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

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

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

    Spoiler:
    Tayce Soldado
    CotCT
    Ally 2
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 9
    OR Bury A Healing Card 0
    If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.

    Spoiler:
    Raccoon
    Core
    Ally 3
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 12
    On a local Dexterity non-combat or Disable check, recharge to add 1d8.
    Discard to explore. If you encounter a barrier, you may evade it and explore.

    Spoiler:
    Sable Company Marine
    CotCT
    Ally 3
    Traits:
    Human
    Soldier
    To Acquire:
    Dexterity
    Ranged 11
    THEN Charisma
    Diplomacy 10
    On the first combat check of a turn, if it is local, recharge to add 1d8.
    Discard to explore. This exploration, on your first combat check, add 1d8.

    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.

    Blessings
    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.

    Spoiler:
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    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:
    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 Rakshasa
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
    To Acquire:
    Intelligence
    Arcane 4+#
    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.

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

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

    Current Hour:

    Cayden Cailean's Revelry:
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.

    Hours Remaining: 16

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 1 Radovan/AbrahamZ
    The Juggler
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, freely discard to reroll a die.
    Discard to explore.
    Hourglass Card 2 Kess/wkover:
    Spoiler:
    Hourglass Card 2 Kess/wkover
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Hourglass Card 3 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Enora/Bigguyinblack
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 4 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 4 Raheli/NathanDavis
    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 Balazar/Iceman:
    Spoiler:
    Hourglass Card 5 Balazar/Iceman
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Hourglass Card 6 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 6 Radovan/AbrahamZ
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Hourglass Card 7 Kess/wkover:
    Spoiler:
    Hourglass Card 7 Kess/wkover
    The Tyrant
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
    To Acquire:
    Charisma
    Fortitude 4+#
    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
    Hourglass Card 8 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 8 Enora/Bigguyinblack
    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 9 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 9 Raheli/NathanDavis
    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.
    Hourglass Card 10 Balazar/Iceman:
    Spoiler:
    Hourglass Card 10 Balazar/Iceman
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 11 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 11 Radovan/AbrahamZ
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played.
    To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Hourglass Card 12 Kess/wkover:
    Spoiler:
    Hourglass Card 12 Kess/wkover
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 13 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 Enora/Bigguyinblack
    The Prince of Pain
    Core
    Blessing 3
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
    To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
    Hourglass Card 14 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 14 Raheli/NathanDavis
    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 15 Balazar/Iceman:
    Spoiler:
    Hourglass Card 15 Balazar/Iceman
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 16 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 16 Radovan/AbrahamZ
    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.

    Location #1: Manor
    Urban
    At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Search your deck for a card and draw it.
    M: 0 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: Kess

    Manor Card 1 (Henchman Proxy B1):
    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.
    Manor Card 2:
    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.

    Manor Card 3:
    Ambrosia
    Core
    Item 3
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 12
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 14 check to recharge this card.
    Manor Card 4:
    Gray Maiden Plate
    CotCT
    Armor 2
    Traits:
    Gray Maiden
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 11
    Display. While displayed:
    * If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    Manor Card 5:
    Symbol of Insanity
    Core
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 12
    If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.
    Manor Card 6:
    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.
    Manor Card 7:
    Wayfinder
    Core
    Item 3
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Survival 10
    Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
    Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
    Manor Card 8:
    Giant Form
    CotCT
    Spell 4
    Traits:
    Arcane
    Magic
    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.

    Manor 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.
    Manor Card 10:
    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.
    Manor Card 11:
    Hellknight of the Nail
    CotCT
    Ally 3
    Traits:
    Hellknight
    Human
    To Acquire:
    Charisma
    Diplomacy 11
    On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

    Location #4: Library
    Urban
    At This Location: On your check against a spell or a Book boon, add 1d6.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: You may heal a discarded or buried Book card.
    M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Enora
    Library Card 1:
    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.
    Library Card 2:
    Smoke Slayer
    CotCT
    Monster 2
    Traits:
    Elemental
    To Defeat:
    Combat 13
    Resistant to Melee.
    Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
    Library Card 3:
    Dust of Revealing
    CotCT
    Item 4
    Traits:
    Craft
    Object
    To Acquire:
    Intelligence
    Arcane
    Divine 11
    On a local Perception check, freely bury to add 2d10.
    Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.

    Location #5: Office
    Urban
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Raheli, Radovan
    Office Card 1:
    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.
    Office Card 2:
    Vicious Scythe
    CotCT
    Weapon 2
    Traits:
    2-Handed
    Magic
    Melee
    Scythe
    Slashing
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Office Card 3:
    Symbol of Fear
    CotCT
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 10
    If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
    Office Card 4:
    Wall of Lightning
    Core
    Barrier 3
    Traits:
    Construct
    Electricity
    Elemental
    Obstacle
    To Defeat:
    Dexterity
    Constitution
    Acrobatics
    Fortitude 10
    After acting, suffer 1d4+1 Electricity damage.
    If undefeated, reload this barrier into its location.
    Office Card 5:
    Evil Eye
    Core
    Barrier 0
    Traits:
    Curse
    Magic
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 6+#
    OR Knowledge
    Stealth 8+#
    When examined, suffer the scourge Dazed then banish this barrier.
    Cannot be evaded.
    If undefeated, suffer the scourge Dazed then banish this barrier.
    Office Card 6:
    Fortune-teller
    CotCT
    Ally 2
    Traits:
    Human
    Medium
    To Acquire:
    Charisma
    Diplomacy 11
    At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
    Discard to examine the top card of your location, then you may explore.
    Office Card 7:
    Plaguebringer's Mask
    CotCT
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Craft 11
    On your combat check or your check against a Disease card, reload to add 1d8.
    When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.
    Office Card 8:
    Bottled Lightning
    CotCT
    Item 4
    Traits:
    Alchemical
    Attack
    Electricity
    Liquid
    Ranged
    To Acquire:
    Intelligence 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.

    Office Card 9:
    Magical Mansion
    CotCT
    Spell 3
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    Display next to a location. While displayed:
    * Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
    * At the start of your turn or when this location is closed, banish.

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

    Office Card 10:
    Henchman Proxy A5
    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 #6: Twisting Passages
    Underground
    Urban
    At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: Each local character moves to a random other location.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here:
    Twisting Passages Card 1 (Henchman Proxy B6):
    Henchman Proxy B6
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Twisting Passages Card 2:
    Keen Starknife
    CotCT
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 12
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
    Twisting Passages Card 3:
    Cotct Basilisk
    CotCT
    Monster 2
    Traits:
    Animal
    To Defeat:
    Combat 12
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.
    Twisting Passages Card 4:
    Belt of Physical Prowess
    Core
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 11
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
    Twisting Passages Card 5:
    Mammoth
    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 18
    OR Survival 9
    Before acting, each local character suffers 1 Combat damage.
    Twisting Passages Card 6:
    Old Deadeye
    Core
    Blessing 3
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: On your check, if you are at a Wild location, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Survival 8
    On any check, discard to bless.
    On a Dexterity or Survival check, discard to bless twice.
    Discard to explore.
    Recharge to explore a Wild location.
    Twisting Passages Card 7:
    Dire Lion
    Core
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 17
    Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
    Damage is increased by 1d4-1.
    Twisting Passages Card 8:
    Flask of Curses
    CotCT
    Barrier 2
    Traits:
    Curse
    Trap
    To Defeat:
    Intelligence
    Craft 7
    OR Wisdom
    Perception 8
    If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
    Twisting Passages Card 9:
    Foes On All Sides
    CotCT
    Barrier 2
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
    Twisting Passages Card 10:
    Noble
    Core
    Ally 2
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 9
    On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
    Twisting Passages Card 11:
    Henchman Proxy A6
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.


    STR d10 (Melee +3) | DEX d6 (Acro +1) | CON d8 (Fort +1) | INT d6 | WIS d4 | CHA d8 (Diplo +1) Deck handler

    Out of turn - Kess discards Incitation blessing for Raheli.

    Kess wrote:

    Hand: Red War Paint, B of Gorum, Mastiff, Fire Gecko, Amulet of Mighty Fists,

    Displayed: White War Paint (Core),
    Deck: 9 Discard: 4 Buried: 0
    Hero Points: 0

    Skills and Powers:
    SKILLS

    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Diplomacy: Charisma +1
    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies: None
    POWERS: (Bruiser)
    For your combat check, you may use Melee +1d8 ([X] or Melee +1d12 and add the magic trait).
    On your check vs. monster on which you don't play weapon/spell, you may recharge an ally ([] or an armor or item) to add 1d4 + that card's AD#.
    When you discard or bury a card as damage, it counts as 2 ([X] or 3) cards.
    When you defeat a monster, you may heal a card ([] or an ally).
    Reroll Used?: No


    (Botting Radovan)
    Not discarding Blessing of Abadar for Raheli, since Kess used instead.

    Radovan 4.0 wrote:

    Hand: Deadeye Pistol +1, Red Mantis Mask, Rodrick, Poisoned Bullets, Shark Skin Armor, Blessing of Abadar,

    Displayed: Embiggen,
    Deck: 9 Discard: 4 Buried: 0
    Hero Points: 1
    Paizo merch reroll: Available
    NOTES:
    Available Support: Blessings and other cards are available unless stated otherwise.
    Blessing of Abadar: +2 dice vs barriers
    Movement: If location closes, move to:

    Other: If you are local to Radovan and you are dealt dmg by a bane, even if it's reduced to 0, please note it; Radovan displays a monster once/turn when this happens."

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Snick, Old Deadeye, Spider Venom, Blessing of the Elements, Hrym, Humanbane Rapier, Appleslayer
    Recharged: Sands of the Hour, Grogul,
    Discard Pile: The Lost , Zae, Alaeron, The Savored Sting,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Disable: Dex +2
    Stealth: Dex +2
    Acrobatics: Dex +2 (Quang)
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Fortitude = Con +2 (Norge)
    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1
    Charisma d8 ☐ +1 ☐ +2
    Diplomacy: Cha +2
    Perception = Diplomacy (i.e. Cha +2) (Fell Viridio)

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS:

  • At the start of the scenario, display any 1 devil form ([X] or 2 devil forms) ([X] or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
  • Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
  • Reduce Fire, Poison, or Ranged Combat damage (☐ or damage dealt by a summoned monster) dealt to you (☐ or to a character at your location) by 1 (☐ 2) (☐ 3).
    ☐ When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
    ☐ When a monster encountered by a character at your location is undefeated (☐ or when you defeat a monster), display a monster from the box next to a displayed devil form.
  • Quang: you may evade your encounter.
  • Quang: When you acquire a boon, you may display it next to this card.
  • Quang: On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number.
  • Norge: reduce Fire damage dealt to you to 0.
  • Norge: Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
  • Norge: On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number.
  • Fell Viridio: reduce Poison damage dealt to you to 0.
  • Fell Viridio: Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
  • Fell Viridio: On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number.


  • Deck Handler

    On Raheli's turn, Balazar receives, casts, and recovers Corrosion (revealing headband).
    When location closes, move back to Library.

    Arcane 9: 1d12 + 6 + 1d4 ⇒ (2) + 6 + (4) = 12 Success

    Hour of Cayden Cailean's Revelry
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.

    Free explore of Library 1: The Desert
    Banish the Monster from hand to add d4, plus d6 because it's higher level.

    Constitution 8: 1d6 + 1d4 + 1d6 ⇒ (4) + (1) + (1) = 6 Fail
    Discard Heat Metal to the Hour to reroll the d6
    Constitution 8: 4 + 1 + 1d6 ⇒ 4 + 1 + (2) = 7 Still fail

    Recharge Fire Shield to draw a new monster - Gray Maiden Footsoldier, level 2.
    End turn

    Smiling over at Enora as he attempts to locate the Ghost that has to be lurking among the stacks somewhere, Balazar discovers a religious treatise that piques his interest but proves too dense for him to grasp.
    Glaring at the pathetic quivering mass that was trying to help him with the bigger words, he banishes it and summons another, more stolid-looking being to aid him.

    Balazar wrote:

    Hand: Blazing Servant, Shaman, Headband of Mental Superiority, Belt of Charging, Djinn, Blessing of Pharasma, The Paladin, Monster 2 (Gray Maiden Footsoldier),

    Displayed: Padrig,
    Deck: 16 Discard: 5 Buried: 0
    Hero Points: 1
    NOTES:
    Available Support: Blessings are available.
    Movement: Monster can be banished to reduce local damage by 3 or add d4+2 to a local combat
    Other: Shaman can be used when 3 or more of us are gathered.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Haste, Gem of Mental Acuity, Disable Mechanism, Eagle Aerie, Bound Shadow Demon, Stone Skin, Augury, Soothing Word, Blessing of the Starsong
    Recharged: Full Pouch, Steel Ibis Lamellar, Limning Starknife, Good Omen (Core), Helm of the Valkyrie, Corrosion, Fire Shield,
    Discard Pile: The Carnival, Monster 0 (Proxy A), Cat (Core), Sands of the Hour, Heat Metal (Core),
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☑ +1 ☑ +2 ☐ +3
    Knowledge: Int +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Arcane: Cha +2

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    Arcane
    POWERS:
    After you play an attack spell, bury it.
    You may recharge (□ or shuffle into your deck) a spell (□ or an ally) to draw a new monster. (☑ When you defeat a summoned monster, you may draw a new monster.)
    When you defeat a monster and would banish it, you may draw it instead.
    You may banish a monster from your hand to add 1d4 plus the monster’s level to a local combat (☑ or to reduce damage a local character suffers by 1 plus the monster’s level) (□ or to recharge a spell from your discards) (□ or to add 1 plus the monster’s level to a check to acquire by a local character).
    □ You may evade a summoned card (□ or a monster) you encounter.
    ☑ On your non-combat check against a card, you may banish a monster from your hand to add 1d4. (☑ Add another 1d6 if the monster’s level exceeds that card’s level.)


    Covering Radovan again

    Hour of The Juggler
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    Reveal Rodrick, recharge Alaeron from discards.
    Display Poisoned Bullets for its power.

    Free explore of Office 1: Skoan-quah Boneslayer
    Bury Embiggen for Quang's ability

    Diplomacy 11: 1d8 + 2 + 1d6 + 2 ⇒ (2) + 2 + (5) + 2 = 11 Success

    Discard Boneslayer to examine Office 2 (Vicious Scythe), then explore. Not worth expending resources, fail.

    Discard Rodrick to explore Office 3: Symbol of Fear
    Ask Enora to cast Disable Mechanism

    Wisdom 10: 1d6 + 2d8 ⇒ (6) + (5, 5) = 16 Success

    End turn

    Radovan 4.0 wrote:

    Hand: Deadeye Pistol +1, Red Mantis Mask, Spider Venom, Appleslayer, Shark Skin Armor, Blessing of Abadar,

    Displayed: Poisoned Bullets,
    Deck: 8 Discard: 5 Buried: 1
    Hero Points: 1
    Paizo merch reroll: Available
    NOTES:
    Available Support: Blessings and other cards are available unless stated otherwise.
    Blessing of Abadar: +2 dice vs barriers
    Movement: If location closes, move to:

    Other: If you are local to Radovan and you are dealt dmg by a bane, even if it's reduced to 0, please note it; Radovan displays a monster once/turn when this happens.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Hrym, Old Deadeye, Humanbane Rapier, Blessing of the Elements, Snick
    Recharged: Sands of the Hour, Grogul, Alaeron,
    Discard Pile: The Lost , Zae, Skoan-quah Boneslayer, The Savored Sting, Rodrick,
    Buried Pile: Embiggen,

    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Disable: Dex +2
    Stealth: Dex +2
    Acrobatics: Dex +2 (Quang)
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Fortitude = Con +2 (Norge)
    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1
    Charisma d8 ☐ +1 ☐ +2
    Diplomacy: Cha +2
    Perception = Diplomacy (i.e. Cha +2) (Fell Viridio)

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS:

  • At the start of the scenario, display any 1 devil form ([X] or 2 devil forms) ([X] or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
  • Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
  • Reduce Fire, Poison, or Ranged Combat damage (☐ or damage dealt by a summoned monster) dealt to you (☐ or to a character at your location) by 1 (☐ 2) (☐ 3).
    ☐ When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
    ☐ When a monster encountered by a character at your location is undefeated (☐ or when you defeat a monster), display a monster from the box next to a displayed devil form.
  • Quang: you may evade your encounter.
  • Quang: When you acquire a boon, you may display it next to this card.
  • Quang: On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number.
  • Norge: reduce Fire damage dealt to you to 0.
  • Norge: Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
  • Norge: On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number.
  • Fell Viridio: reduce Poison damage dealt to you to 0.
  • Fell Viridio: Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
  • Fell Viridio: On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number.

  • Dark Archive

    deck handler

    During Radovan's turn Enora casts Disable Mechanism and recharges a random spell.
    1.Soothing Word, 2. Fire Snake: 1d2 ⇒ 2

    arcane 12 to recover revealing a book, then revealing Spellbook, aided by location: 1d12 + 1d6 + 2d4 + 4 ⇒ (11) + (4) + (4, 4) + 4 = 27


    STR d10 (Melee +3) | DEX d6 (Acro +1) | CON d8 (Fort +1) | INT d6 | WIS d4 | CHA d8 (Diplo +1) Deck handler

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

    Per location power, recharge Red Paint and draw Topaz of Strength. Stay at Manor and explore, encounter Henchman B/summoned Ghost.

    Combat 19 (11+8) w/ gecko, amulet, paint: 1d10 + 1d12 + 6 + 2d4 + 1d8 ⇒ (8) + (5) + 6 + (2, 3) + (4) = 28

    There's the throwing, the kicking, the headlocks, the sore muscles, and the recuperation. The first three parts are the best.

    Kess is now Frightened. Healed card = Incitation. Discard Mastiff to explore again, encounter Death's Touch (spell 4).

    Int 11 w/ recharged Topaz, my Gorum blessing: 2d10 ⇒ (2, 2) = 4 - using Paizo reroll on 2nd d10, why not

    Int 11 w/ recharged Topaz, my Gorum blessing: 2 + 1d10 ⇒ 2 + (7) = 9 - spell banished

    Kess wrote:

    Hand: Wolfhide Armor, Verdant Rager, Thylacine, Fire Gecko, Amulet of Mighty Fists, Mattock,

    Displayed: White War Paint (Core),
    Deck: 7 Discard: 5 Buried: 0
    "Hero Points: 0 // Kess has the following scourges marked:
    Frightened:
    While Marked:
    When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.

    When your location is closed, you may remove this scourge.

    "

    Skills and Powers:
    SKILLS

    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Diplomacy: Charisma +1
    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies: None
    POWERS: (Bruiser)
    For your combat check, you may use Melee +1d8 ([X] or Melee +1d12 and add the magic trait).
    On your check vs. monster on which you don't play weapon/spell, you may recharge an ally ([] or an armor or item) to add 1d4 + that card's AD#.
    When you discard or bury a card as damage, it counts as 2 ([X] or 3) cards.
    When you defeat a monster, you may heal a card ([] or an ally).
    Reroll Used?: Y

    Dark Archive

    deck handler

    Gorum's Iron: When this is the hour: On your non-Attack combat check, add 1.

    Library Card 2: Smoke Slayer:

    CotCT
    Monster 2
    Traits:
    Elemental
    To Defeat:
    Combat 13
    Resistant to Melee.
    Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.

    Fail BYA and bury: Blessing of Milani.
    difficulty increased by: 1d8 ⇒ 2

    combat 13 +2 casting Ice and Fire (Recharge Soothing Word), reveal a book: 1d12 + 2d8 + 1d4 + 7 ⇒ (11) + (7, 3) + (1) + 7 = 29

    Enora ends her turn. Discard Restoration.

    Enora attempts to recover all cards in her Recovery pile.
    Ice and Fire: Arcane 12: 1d12 + 2d4 + 4 ⇒ (11) + (4, 3) + 4 = 22 -> Ice and Fire recharged.

    Enora resets her hand.

    Enora wrote:

    Hand: Ring of Fire, Chronicler, Spellbook, Life Drain 1, Marionette, Blessing of the Spellbound 2, Blessing of the Spellbound 1,

    Displayed: Blue War Paint,
    Deck: 10 Discard: 3 Buried: 1
    "Current Location: Library
    Hero Points: 0"
    "NOTES:
    Available Support: Blessings are available for use.

    Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.
    Movement: Move me to the Reading Room if my location closes.
    Other: Hi I'm Enora! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Eclipse , Blessing of the Savored Sting, Cure, Binder's Tome, Pyrotechnic Blast, Lightning Bolt
    Recharged: Fire Snake, Disable Mechanism, Soothing Word, Ice and Fire,
    Discard Pile: Cleric of Nethys, Restoration, Bestiary of Garund,
    Buried Pile: Blessing of Milani,
    "
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Arcane Intelligence +1
    Craft Intelligence +1
    Knowledge Intelligence +3

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☐ 8
    Proficiencies:
    Arcane Light Armor
    POWERS:
    When you attempt a check to acquire a spell ([x] or an item), you may use your Knowledge skill in place of any listed skill.
    After you play a spell, you may recharge a random spell from your discard pile.
    Discard a spell to reduce Cold or Fire (☐ or Acid, Electricity, or Force) damage dealt to you (☐ or any character at your location) to 0.
    [x] You may reveal a boon that has the Book trait to add 1d4 (☐ +1)(☐ +2) to your check.

    Library card 2 banished.


    During This Adventure: Level 0-1 cards (except for Veterans, blessings, and used loot) have been removed.
    The harrow suit is Stars.
    At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it.
    After you play your harrow, you may heal a card.

    During This Scenario: When you encounter a proxy B, banish it; then a local character summons and encounters the monster Ghost, then each local character suffers the scourge Frightened.

    On your check, you may recharge 4 cards to add 1d4 and the Magic trait.

    Additional Rules: Story Banes:
    Villain: None

    Closing Henchmen: Ghost (Proxy A):
    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.

    Danger: 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.

    Party Tracker

    Scenario Level (#): 4

    Turn: 18, Raheli/NathanDavis

    Random Cards:

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

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

    Spoiler:
    Rajambari
    CotCT
    Monster 3
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 17
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, each local character suffers 1 Combat damage.

    Spoiler:
    Enormous Reefclaw
    CotCT
    Monster 3
    Traits:
    Aberration
    Aquatic
    To Defeat:
    Combat 19
    Before acting, each local character suffers 1 Combat damage.
    If this monster would be defeated, reroll.

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

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

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

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

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

    Weapons
    Spoiler:
    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:
    The Tall Knife
    CotCT
    Weapon 3
    Traits:
    2-Handed
    Guillotine
    Object
    Promo
    Slashing
    To Acquire:
    Strength 12
    Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.

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

    Spoiler:
    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:
    Dragonbane Greatsword
    CotCT
    Weapon 3
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
    If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.

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

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


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

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


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

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


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

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


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

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

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

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

    Spoiler:
    Wand of Enervation
    Core
    Item 3
    Traits:
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 10
    On any combat check, bury or banish to decrease the difficulty by 2d4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.

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

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

    Spoiler:
    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:
    Nightspear
    CotCT
    Ally 4
    Traits:
    Agathion
    Outsider
    To Acquire:
    Wisdom
    Survival 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:
    Riding Allosaurus
    Core
    Ally 2
    Traits:
    Animal
    Mount
    To Acquire:
    Wisdom
    Charisma
    Survival 14
    Recharge to move. You may not use this power during an encounter.
    On a local combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your first combat check, add 1d6.

    Blessings
    Spoiler:
    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 Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.

    Spoiler:
    The Sickness
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you suffer damage, suffer the scourge Plagued.
    To Acquire:
    Constitution
    Fortitude 4+#
    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.

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

    Hour Power: No effect.

    Current Hour:

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

    Hours Remaining: 12

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Balazar/Iceman:
    Spoiler:
    Hourglass Card 1 Balazar/Iceman
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    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 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 2 Radovan/AbrahamZ
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Hourglass Card 3 Kess/wkover:
    Spoiler:
    Hourglass Card 3 Kess/wkover
    The Tyrant
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
    To Acquire:
    Charisma
    Fortitude 4+#
    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
    Hourglass Card 4 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 4 Enora/Bigguyinblack
    The Inquisitor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: You may not use powers to reroll dice.
    To Acquire:
    Intelligence
    Diplomacy 4+#
    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.
    Hourglass Card 5 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 5 Raheli/NathanDavis
    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.
    Hourglass Card 6 Balazar/Iceman:
    Spoiler:
    Hourglass Card 6 Balazar/Iceman
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 7 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 7 Radovan/AbrahamZ
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played.
    To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Hourglass Card 8 Kess/wkover:
    Spoiler:
    Hourglass Card 8 Kess/wkover
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 9 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Enora/Bigguyinblack
    The Prince of Pain
    Core
    Blessing 3
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
    To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
    Hourglass Card 10 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 10 Raheli/NathanDavis
    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 11 Balazar/Iceman:
    Spoiler:
    Hourglass Card 11 Balazar/Iceman
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 12 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 12 Radovan/AbrahamZ
    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.

    Location #1: Manor
    Urban
    At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Search your deck for a card and draw it.
    M: 0 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Kess

    Manor Card 1:
    Ambrosia
    Core
    Item 3
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 12
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 14 check to recharge this card.
    Manor Card 2:
    Gray Maiden Plate
    CotCT
    Armor 2
    Traits:
    Gray Maiden
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 11
    Display. While displayed:
    * If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    Manor Card 3:
    Symbol of Insanity
    Core
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 12
    If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.
    Manor Card 4:
    Wolverine
    CotCT
    Ally 3
    Traits:
    Animal
    Veteran
    To Acquire:
    Wisdom
    Survival 9
    On your combat check, if you would fail by 1+# or less, bury to reroll.
    Discard to explore. This exploration, on your Stealth checks, add 1d6.
    Manor Card 5:
    Wayfinder
    Core
    Item 3
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Survival 10
    Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
    Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
    Manor Card 6:
    Giant Form
    CotCT
    Spell 4
    Traits:
    Arcane
    Magic
    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.

    Manor Card 7:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Manor Card 8:
    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.
    Manor Card 9:
    Hellknight of the Nail
    CotCT
    Ally 3
    Traits:
    Hellknight
    Human
    To Acquire:
    Charisma
    Diplomacy 11
    On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

    Location #4: Library
    Urban
    At This Location: On your check against a spell or a Book boon, add 1d6.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: You may heal a discarded or buried Book card.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Enora, Balazar
    Library Card 1:
    Dust of Revealing
    CotCT
    Item 4
    Traits:
    Craft
    Object
    To Acquire:
    Intelligence
    Arcane
    Divine 11
    On a local Perception check, freely bury to add 2d10.
    Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.

    Location #5: Office
    Urban
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Raheli, Radovan
    Office Card 1:
    Wall of Lightning
    Core
    Barrier 3
    Traits:
    Construct
    Electricity
    Elemental
    Obstacle
    To Defeat:
    Dexterity
    Constitution
    Acrobatics
    Fortitude 10
    After acting, suffer 1d4+1 Electricity damage.
    If undefeated, reload this barrier into its location.
    Office Card 2:
    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.
    Office Card 3:
    Fortune-teller
    CotCT
    Ally 2
    Traits:
    Human
    Medium
    To Acquire:
    Charisma
    Diplomacy 11
    At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
    Discard to examine the top card of your location, then you may explore.
    Office Card 4:
    Plaguebringer's Mask
    CotCT
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Craft 11
    On your combat check or your check against a Disease card, reload to add 1d8.
    When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.
    Office Card 5:
    Bottled Lightning
    CotCT
    Item 4
    Traits:
    Alchemical
    Attack
    Electricity
    Liquid
    Ranged
    To Acquire:
    Intelligence 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.

    Office Card 6:
    Magical Mansion
    CotCT
    Spell 3
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    Display next to a location. While displayed:
    * Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
    * At the start of your turn or when this location is closed, banish.

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

    Office Card 7:
    Henchman Proxy A5
    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 #6: Twisting Passages
    Underground
    Urban
    At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: Each local character moves to a random other location.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here:
    Twisting Passages Card 1 (Henchman Proxy B6):
    Henchman Proxy B6
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Twisting Passages Card 2:
    Keen Starknife
    CotCT
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 12
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
    Twisting Passages Card 3:
    Cotct Basilisk
    CotCT
    Monster 2
    Traits:
    Animal
    To Defeat:
    Combat 12
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.
    Twisting Passages Card 4:
    Belt of Physical Prowess
    Core
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 11
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
    Twisting Passages Card 5:
    Mammoth
    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 18
    OR Survival 9
    Before acting, each local character suffers 1 Combat damage.
    Twisting Passages Card 6:
    Old Deadeye
    Core
    Blessing 3
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: On your check, if you are at a Wild location, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Survival 8
    On any check, discard to bless.
    On a Dexterity or Survival check, discard to bless twice.
    Discard to explore.
    Recharge to explore a Wild location.
    Twisting Passages Card 7:
    Dire Lion
    Core
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 17
    Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
    Damage is increased by 1d4-1.
    Twisting Passages Card 8:
    Flask of Curses
    CotCT
    Barrier 2
    Traits:
    Curse
    Trap
    To Defeat:
    Intelligence
    Craft 7
    OR Wisdom
    Perception 8
    If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
    Twisting Passages Card 9:
    Foes On All Sides
    CotCT
    Barrier 2
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
    Twisting Passages Card 10:
    Noble
    Core
    Ally 2
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 9
    On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
    Twisting Passages Card 11:
    Henchman Proxy A6
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.


    Deck Handler // Searching for: Item 5 > Spell 5 > Blessing 5

    Hour of Orison

    Move to Twisting Passages and explore, banish Henchman Proxy B6 and summon Ghost
    Recharge Wolf, Silver Raven Figurine, Boots of Friendly Terrain, and Asmodeus's Tyranny
    Combat 11+8: 1d10 + 3 + 1d8 + 2d4 + 1d10 ⇒ (6) + 3 + (3) + (2, 2) + (10) = 26
    Become Frightened

    Banish to Recovery Balmberry. Remove Frightened. Heal Cerulean Mastermind

    Recovery Balmberry. Recharge Sands of the Hour to bless Divine
    Divine 8: 1d6 + 2 + 1d6 ⇒ (6) + 2 + (3) = 11 Recharged

    Newly emboldened by her fight in the Reading Room, Raheli takes on another ghost inside Twisting Passages. It's blown away by hair, ravens, howling, boots, and tyranny. The fear starts to take hold but she pops a Balmberry in time to quell her fear.

    Raheli wrote:

    Hand: Cerulean Mastermind, Sapphire of Intelligence, Wolf, Delve, Gem of Physical Prowess, Silver Raven Figurine,

    Displayed: Flesh Poppet: ,
    Deck: 14 Discard: 0 Buried: 2
    Notes: At Twisting Passages, if closed go to Office
    Delve: 1d8 to any check to acquire a weapon, an armor, or an item.
    Cerulean Mastermind: Local 1d8 + 2 to non-combat
    If you are hitting something that would be helped by the Sapphire of Intelligence or the Gem of Physical Prowess, I can Silver Raven Boots of Friendly Terrain. Likewise, if you have armor, weapons, items taking up valuable space in your hand, I can Silver Raven them to me.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d10 [X]+1 [X] +2 [X] +3 [ ] +4
    Disable: Dexterity +2
    Constitution d6 [ ] +1
    Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    Knowledge: Intelligence +2
    Wisdom d6 [ ] +1 [ ] +2
    Charisma d6 [ ] +1 [ ] +2

    Favored Card: Item
    Hand Size 5 [X] 6
    Proficient with:
    Powers:
    For your combat check, you may recharge a card to use your Dexterity skill + 1d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. ([ ] If you succeed at the check, you may draw a card.)
    On your check to defeat ([X] or your check to acquire an item or a spell) you may recharge any number of items to add 1d4 for each item recharged ([ ] plus the items' highest adventure deck number) to your check.


    Cleared Proxy B from the top of Twisting Passages. Cleared accompanying Frightened.


    Deck Handler

    Hour of Cayden Cailean's Revelry (again)
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.

    Rejoin Radovan at the Office
    Free explore Office #1: Wall of Lightning
    Recharge Belt of Charging for Padrig's ability to use Arcane instead, reveal Headband

    Fortitude/Arcane 10: 1d12 + 6 + 1d4 ⇒ (11) + 6 + (1) = 18 Success
    AYA Lightning Damage: 1d4 + 1 ⇒ (3) + 1 = 4 Ouch

    Banish Monster to reduce by 3, discard Blessing of Pharasma.
    Radovan draws Random Monster 1 (Ash Giant) and displays it next to Quang the cohort.

    Recharge Blazing Servant to draw Random Monster 2 (Ghoul Bat).
    Discard The Paladin to explore Office #2: Evil Eye. Oh good, the blessing wasn't an examine.
    Even better, it adds my Charisma to my Arcane check. Cannot fail DC 10 against the barrier.

    Discard Djinn to examine Office #3: Fortune-teller
    It is a boon, so encounter it. Reveal Headband.

    Charisma 11: 1d12 + 4 + 1d4 ⇒ (10) + 4 + (1) = 15 Success

    Then Djinn continues and explores Office #4: Plaguebringer's Mask
    Reveal Headband

    Intelligence 11: 1d8 + 1d4 ⇒ (1) + (1) = 2 Hah!

    Oh, what the heck. Discard Fortune Teller to examine, then explore Office #5: Bottled Lightning
    Ask Raheli for Delve, reveal Headband, ask Enora for Blessing (I assume Item 4 is something we want)

    1d8 + 1d8 + 1d4 + 1d8 ⇒ (6) + (8) + (2) + (3) = 19 Success

    End turn.
    Either Silver Raven the Bottled Lightning over to Raheli or discard it, her choice.
    Sorry, too tired to narrate this one. Bal went a little crazy in the Office, tearing the place apart, apparently.

    Balazar wrote:

    Hand: Augury, Soothing Word, Disable Mechanism, Headband of Mental Superiority, Gem of Mental Acuity, Shaman, Bound Shadow Demon, Monster 2 (Ghoul Bat),

    Displayed: Padrig,
    Deck: 13 Discard: 9 Buried: 0
    Hero Points: 1
    NOTES:
    Available Support: Disable Mechanism and Soothing Word are available. Happy to Augury as desired (perhaps to top-deck a spell?).
    Movement: Monster can be banished to reduce local damage by 3 or add d4+2 to a local combat
    Other: Shaman can be used when 3 or more of us are gathered.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Starsong, Stone Skin, Eagle Aerie, Haste
    Recharged: Full Pouch, Steel Ibis Lamellar, Limning Starknife, Good Omen (Core), Helm of the Valkyrie, Corrosion, Fire Shield, Belt of Charging, Blazing Servant,
    Discard Pile: The Carnival, Monster 0 (Proxy A), Cat (Core), Sands of the Hour, Heat Metal (Core), Blessing of Pharasma, The Paladin, Djinn, Fortune-teller,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☑ +1 ☑ +2 ☐ +3
    Knowledge: Int +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Arcane: Cha +2

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    Arcane
    POWERS:
    After you play an attack spell, bury it.
    You may recharge (□ or shuffle into your deck) a spell (□ or an ally) to draw a new monster. (☑ When you defeat a summoned monster, you may draw a new monster.)
    When you defeat a monster and would banish it, you may draw it instead.
    You may banish a monster from your hand to add 1d4 plus the monster’s level to a local combat (☑ or to reduce damage a local character suffers by 1 plus the monster’s level) (□ or to recharge a spell from your discards) (□ or to add 1 plus the monster’s level to a check to acquire by a local character).
    □ You may evade a summoned card (□ or a monster) you encounter.
    ☑ On your non-combat check against a card, you may banish a monster from your hand to add 1d4. (☑ Add another 1d6 if the monster’s level exceeds that card’s level.)


    STR d10 (Melee +3) | DEX d6 (Acro +1) | CON d8 (Fort +1) | INT d6 | WIS d4 | CHA d8 (Diplo +1) Deck handler

    The forums went haywire and replaced my turn for Radovan with Kess's turn. Quick summary of Radovan's turn: Radovan explored the Office and acquired the Spell 3. Then moved to Twisting Passages (Appleslayer) and failed to acquire the weapon 2.

    The Tyrant
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.

    Move to Twisting Passages

    Kess thanks Balazar from clearing out the aura of dread from the dank labyrinth.

    explore, encounter CotCT Basilisk.

    Balazar and Radovan have to do BYA or become Exhausted and Entangled.

    Frightened damage?: 1d4 - 1 ⇒ (1) - 1 = 0

    BYA Fort 8: 1d8 + 1 ⇒ (1) + 1 = 2 - fail, Kess gains both scourges

    Combat 12 w/ amulet: 1d10 + 1d12 + 6 + 1d4 ⇒ (4) + (11) + 6 + (3) = 24 - basilisk defeated

    Healed card: B of Forum. Discard Fire Gecko to explore again, encounter Belt of Physical Prowess.

    Str 11: 1d10 + 3 ⇒ (1) + 3 = 4 - belt acquired

    Discard Verdant Rager to explore again, encounter Mammoth.

    Frightened damage?: 1d4 - 1 ⇒ (2) - 1 = 1 - discard belt

    For BYA, all local characters take 1 combat damage. Kess reveals armor to block. Radovan gets Quang display: Rajambari (Monster 3).

    Combat 19 w/ amulet, rager bonus: 1d10 + 1d12 + 6 + 1d4 + 1d6 ⇒ (10) + (1) + 6 + (2) + (4) = 23

    Mammoth defeated. Card healed: Fire Gecko.

    Recharge armor, then draw up.

    Kess wrote:

    Hand: Crocodile Skin Madu, B of Achaekek, Thylacine, Porcupine (Core), Amulet of Mighty Fists, Mattock,

    Displayed: White War Paint (Core),
    Deck: 7 Discard: 6 Buried: 0
    "Hero Points: 0 // Kess has the following scourges marked:
    Entangled:
    While Marked:
    You cannot evade or move.

    When your location is closed, remove this scourge.

    Exhausted:
    While Marked:
    On each check or step, you may play no more than 1 boon.

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

    Frightened:
    While Marked:
    When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.

    When your location is closed, you may remove this scourge.

    "

    Skills and Powers:
    SKILLS

    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Diplomacy: Charisma +1
    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies: None
    POWERS: (Bruiser)
    For your combat check, you may use Melee +1d8 ([X] or Melee +1d12 and add the magic trait).
    On your check vs. monster on which you don't play weapon/spell, you may recharge an ally ([] or an armor or item) to add 1d4 + that card's AD#.
    When you discard or bury a card as damage, it counts as 2 ([X] or 3) cards.
    When you defeat a monster, you may heal a card ([] or an ally).
    Reroll Used?: No

    Top card of Twisting Passages is Card 6. Radovan and Raheli have to do Basilisk BYA. Then Radovan and Rahela take 1 Combat damage.


    STR d10 (Melee +3) | DEX d6 (Acro +1) | CON d8 (Fort +1) | INT d6 | WIS d4 | CHA d8 (Diplo +1) Deck handler

    The Tyrant
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.

    Move to Twisting Passages

    Kess thanks Balazar from clearing out the aura of dread from the dank labyrinth.

    explore, encounter CotCT Basilisk.

    Balazar and Radovan have to do BYA or become Exhausted and Entangled.

    Frightened damage?: 1d4 - 1 ⇒ (1) - 1 = 0

    BYA Fort 8: 1d8 + 1 ⇒ (1) + 1 = 2 - fail, Kess gains both scourges

    Combat 12 w/ amulet: 1d10 + 1d12 + 6 + 1d4 ⇒ (6) + (11) + 6 + (3) = 26 - basilisk defeated

    Healed card: B of Forum. Discard Fire Gecko to explore again, encounter Belt of Physical Prowess.

    Str 11: 1d10 + 3 ⇒ (8) + 3 = 11


    STR d10 (Melee +3) | DEX d6 (Acro +1) | CON d8 (Fort +1) | INT d6 | WIS d4 | CHA d8 (Diplo +1) Deck handler

    Sigh. Paizo forums like to do crazy things occasionally. Will post in Discord to sort it out...


    STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

    Out of turn actions for Radovan. For Basilisk BYA, Radovan buries Quang boon (Mansion).

    Fort 8 w/ buried boon: 1d8 + 2 + 1d6 + 3 ⇒ (1) + 2 + (5) + 3 = 11 - bya passed, avoided scourges

    For Mammoth combat damage, recharging Shark Skin Armor.

    Radovan 4.0 wrote:

    Hand: Deadeye Pistol +1, Red Mantis Mask, Spider Venom, Blessing of the Elements, Blessing of Abadar,

    Displayed: Poisoned Bullets, Rajambari,
    Deck: 8 Discard: 6 Buried: 3
    "Hero Points: 1
    Paizo merch reroll: Available"
    "NOTES:
    Available Support: Blessings and other cards are available unless stated otherwise.
    Blessing of Abadar: +2 dice vs barriers
    Movement: If location closes, move to:

    Other: If you are local to Radovan and you are dealt dmg by a bane, even if it's reduced to 0, please note it; Radovan displays a monster once/turn when this happens."

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Old Deadeye, Humanbane Rapier, Snick, Hrym
    Recharged: Sands of the Hour, Grogul, Alaeron, Shark Skin Armor,
    Discard Pile: The Lost , Zae, Skoan-quah Boneslayer, The Savored Sting, Rodrick, Appleslayer,
    Buried Pile: Embiggen, Ash Giant, Magical Mansion,
    "
    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Disable: Dex +2
    Stealth: Dex +2
    Acrobatics: Dex +2 (Quang)
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Fortitude = Con +2 (Norge)
    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1
    Charisma d8 ☐ +1 ☐ +2
    Diplomacy: Cha +2
    Perception = Diplomacy (i.e. Cha +2) (Fell Viridio)

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS:

  • At the start of the scenario, display any 1 devil form ([X] or 2 devil forms) ([X] or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
  • Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
  • Reduce Fire, Poison, or Ranged Combat damage (☐ or damage dealt by a summoned monster) dealt to you (☐ or to a character at your location) by 1 (☐ 2) (☐ 3).
    ☐ When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
    ☐ When a monster encountered by a character at your location is undefeated (☐ or when you defeat a monster), display a monster from the box next to a displayed devil form.
  • Quang: you may evade your encounter.
  • Quang: When you acquire a boon, you may display it next to this card.
  • Quang: On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number.
  • Norge: reduce Fire damage dealt to you to 0.
  • Norge: Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
  • Norge: On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number.
  • Fell Viridio: reduce Poison damage dealt to you to 0.
  • Fell Viridio: Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
  • Fell Viridio: On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number.

  • Raheli still needs to do Basilisk BYA and take 1 combat damage. Rajambari (monster 3) is displayed by Quang.

    Dark Archive

    deck handler

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

    Library Card 1: 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.

    divine 11 using knowledge instead, reveal a book to reveal Chronicler, reveal Spellbook, reveal a book for Enora's power: 1d12 + 1d6 + 2d4 + 6 ⇒ (2) + (2) + (2, 4) + 6 = 16

    knowledge 5 +4 to close, reveal a book to reveal Chronicler, reveal Spellbook, reveal a book for Enora's power: 1d12 + 1d6 + 2d4 + 6 ⇒ (6) + (2) + (4, 1) + 6 = 19

    Heal Bestiary of Garund on close. Move to Office, Recharge Dust of Revealing to examine Office card 7 Henchman Proxy A5. Let Balazar fight the Ghost.


    Deck Handler

    Off-turn encounter with Ghost
    Reveal Bound Shadow Demon for Padrig, banish Ghoul Bat for my ability, recharge 4 cards for d4 and Magic.

    Combat 19: 2d12 + 4 + 1d4 + 2 + 1d4 ⇒ (6, 3) + 4 + (3) + 2 + (1) = 19 Success

    Draw Proxy A5, close Office with Charisma, revealing Headband
    Charisma 9: 1d12 + 4 + 1d4 ⇒ (11) + 4 + (2) = 17 Success

    No cards I wish to recharge, move to Manor.

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