[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


101 to 150 of 213 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

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: Desperate: When you encounter a boon and do not acquire it, discard a card.

The story bane Trapped Furniture gains the Veteran trait and its difficulty to defeat is increased by 4.

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

Additional Rules: Story Banes:
Villain: None

Closing Henchmen: Mysterious Relic:
Core Story Bane Barrier 1
Traits: Task Veteran
To Defeat: Intelligence Knowledge 4+# OR Perception 6+#
If undefeated, each local character moves to a random location and suffers the scourge Dazed.

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

Non-closing Henchman: Trapped Furniture (Proxy B):
Story Bane Barrier 1
Traits: Trap Trigger
To Defeat: Wisdom Perception 8 OR Craft Disable 6
When examined, encounter this barrier. If undefeated, summon and encounter a barrier.

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

Danger: Trapped Furniture:
Story Bane Barrier 1
Traits: Trap Trigger
To Defeat: Wisdom Perception 8 OR Craft Disable 6
When examined, encounter this barrier. If undefeated, summon and encounter a barrier.

Party Tracker

Scenario Level (#): 4

Turn: 16, Kess/wkover

Random Cards:

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

Spoiler:
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:
Bogeyman
CotCT
Monster 3
Traits:
Fey
To Defeat:
Combat 14
If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.

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

Spoiler:
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.

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:
Symbol of Insanity
Core
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 12
If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.

Spoiler:
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.

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

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

Spoiler:
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.

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

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


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

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


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

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

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


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

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

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

Spoiler:
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:
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.

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

Spoiler:
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:
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:
Persona Mask
CotCT
Item 3
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 9
On your Diplomacy check, reveal to add 1d4.
Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character.

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

Spoiler:
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.

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:
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:
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.

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

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

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

Hour Power: When you would recharge a Magic boon, discard it instead.

Current Hour:

The Lost:
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.

Hours Remaining: 14

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Enora/Bigguyinblack:
Spoiler:
Hourglass Card 1 Enora/Bigguyinblack
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 2 Raheli/NathanDavis:
Spoiler:
Hourglass Card 2 Raheli/NathanDavis
The Idiot
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When you fail a check, suffer the scourge Drained.
To Acquire:
Intelligence
Knowledge 4+#
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Hourglass Card 3 Balazar/Iceman:
Spoiler:
Hourglass Card 3 Balazar/Iceman
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 4 Radovan/AbrahamZ:
Spoiler:
Hourglass Card 4 Radovan/AbrahamZ
The Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Hourglass Card 5 Kess/wkover:
Spoiler:
Hourglass Card 5 Kess/wkover
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.
Hourglass Card 6 Enora/Bigguyinblack:
Spoiler:
Hourglass Card 6 Enora/Bigguyinblack
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 7 Raheli/NathanDavis:
Spoiler:
Hourglass Card 7 Raheli/NathanDavis
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Hourglass Card 8 Balazar/Iceman:
Spoiler:
Hourglass Card 8 Balazar/Iceman
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.
Hourglass Card 9 Radovan/AbrahamZ:
Spoiler:
Hourglass Card 9 Radovan/AbrahamZ
The Savored Sting
Core
Blessing 3
Traits:
Deity: Calistria
Divine
When this is the hour: On your checks while you avenge, bless.
To Acquire:
Charisma
Divine 8
On a local check, recharge to bless.
To let any character avenge, recharge.
Discard to explore.
Hourglass Card 10 Kess/wkover:
Spoiler:
Hourglass Card 10 Kess/wkover
The Worldbreaker
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 11 Enora/Bigguyinblack:
Spoiler:
Hourglass Card 11 Enora/Bigguyinblack
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Hourglass Card 12 Raheli/NathanDavis:
Spoiler:
Hourglass Card 12 Raheli/NathanDavis
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.
Hourglass Card 13 Balazar/Iceman:
Spoiler:
Hourglass Card 13 Balazar/Iceman
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.
Hourglass Card 14 Radovan/AbrahamZ:
Spoiler:
Hourglass Card 14 Radovan/AbrahamZ
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.

Location #1: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 0 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Raheli, Magic Full Plate, Imprisonment

Den Of Iniquity Card 1:
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.
Den Of Iniquity Card 2:
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.
Den Of Iniquity 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.
Den Of Iniquity Card 4:
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.

Location #3: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Enora, Balazar
Office Card 1 (Fangs of Diomazul):
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.
Office Card 2:
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.
Office Card 3:
Elixir of Focus
Core
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 8
On a local non-combat check, banish to add the character's Intelligence or Craft skill.
DURING RECOVERY
If proficient, you may succeed at a Craft 10 check to recharge this card.
Office Card 4:
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.
Office Card 5:
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.

Location #4: Slaughterhouse
Urban
Wild
At This Location: When you defeat a monster, discard a card.
When Closing: Banish an ally.
When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: Kess, Radovan
Slaughterhouse Card 1:
Diseased Rats
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
Slaughterhouse Card 2:
Henchman Proxy B5
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Slaughterhouse Card 3:
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.
Slaughterhouse 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.
Slaughterhouse Card 5:
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.
Slaughterhouse Card 6:
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.

Location #6: Chambers
Underground
Urban
At This Location: When you fail to acquire a boon, shuffle it into its location.
When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here:
Chambers Card 1 (Death's Touch):
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.

Chambers Card 2 (Circlet of Mental Acuity):
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.
Chambers Card 3:
Wand of Restorative Touch
CotCT
Item 4
Traits:
Divine
Healing
Magic
Wand
To Acquire:
Wisdom
Divine 10
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.

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

Chambers Card 4:
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.
Chambers Card 5:
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.
Chambers Card 6:
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.
Chambers Card 7:
Mysterious Relic
Core
Story Bane 1
Type: Barrier
Traits:
Task
Veteran
To Defeat:
Intelligence
Knowledge 4+#
OR Perception 6+#
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
Chambers Card 8:
Stinging Wasps
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Dexterity
Acrobatics
Perception 11
OR Disable 9
If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Chambers Card 9:
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.

Chambers Card 10:
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.
Chambers Card 11:
Hippogriff Rider
CotCT
Monster 4
Traits:
AND
Animal
Human
Ranger
Trigger
To Defeat:
Combat 18
THEN Combat 17
OR Survival 11

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


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

Hour: The Lost. When this is the hour: When you would recharge a Magic boon, discard it instead.

Give Blackjack's Rapier to Radovan.

Explore Slaughterhouse, encounter Diseased Rats.

Combat 13/17 w/ gecko: 1d10 + 1d12 + 6 + 1d4 ⇒ (3) + (6) + 6 + (4) = 19 - gecko defeated

Card healed: Amulet of Mighty Fists. Card discarded: Croc Skin Madu. Discard Carnival to explore again (healing B of Gorum), encounter Henchman Proxy B.

Per Carnival power, evading Henchman B and putting it on the bottom of the Slaughterhouse.

Is this an abattoir or a circus? Kess scares mangy vermin away from an unwholesome snack, then eerie calliope music sets the backdrop for an attack by a levitating butcher knife. The brawler dodges the utensil adeptly, wondering what will happen next.

Kess wrote:

Hand: Porcupine (Core), Red War Paint, Reed Moccasin, Dryad Sandals, Fire Gecko, B of Gozreh,

Displayed: White War Paint (Core),
Deck: 11 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 ([X] 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 Slaughterhouse is Card 3.


Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

As noted in Discord, Radovan didn't discard a card after defeating his second monster because he had no cards left in hand.

Off-turn: receive Blackjack's Rapier from Kess - thanks!


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: Desperate: When you encounter a boon and do not acquire it, discard a card.

The story bane Trapped Furniture gains the Veteran trait and its difficulty to defeat is increased by 4.

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

Additional Rules: Story Banes:
Villain: None

Closing Henchmen: Mysterious Relic:
Core Story Bane Barrier 1
Traits: Task Veteran
To Defeat: Intelligence Knowledge 4+# OR Perception 6+#
If undefeated, each local character moves to a random location and suffers the scourge Dazed.

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

Non-closing Henchman: Trapped Furniture (Proxy B):
Story Bane Barrier 1
Traits: Trap Trigger
To Defeat: Wisdom Perception 8 OR Craft Disable 6
When examined, encounter this barrier. If undefeated, summon and encounter a barrier.

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

Danger: Trapped Furniture:
Story Bane Barrier 1
Traits: Trap Trigger
To Defeat: Wisdom Perception 8 OR Craft Disable 6
When examined, encounter this barrier. If undefeated, summon and encounter a barrier.

Party Tracker

Scenario Level (#): 4

Turn: 17, Enora/Bigguyinblack

Random Cards:

Monsters
Spoiler:
Dandasuka
CotCT
Monster 3
Traits:
Outsider
Rakshasa
To Defeat:
Combat 11
Resistant to Attack. Vulnerable to Piercing.
Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
After the roll, if the check was not blessed, reroll 1 die showing the highest value.

Spoiler:
Bogeyman
CotCT
Monster 3
Traits:
Fey
To Defeat:
Combat 14
If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.

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:
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.

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

Spoiler:
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:
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.

Spoiler:
Symbol of Insanity
Core
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 12
If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.

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

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

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

Spoiler:
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.

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

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

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


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

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


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

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


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

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

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

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

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

Spoiler:
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.

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:
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:
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:
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:
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.

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

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

Spoiler:
The Eternal Rose
Core
Blessing 3
Traits:
Deity: Shelyn
Divine
When this is the hour: When you encounter a monster, you may evade it.
To Acquire:
Charisma
Divine 8
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.

Spoiler:
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.

Spoiler:
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.

Hour Power: When you would discard or bury an armor you play, you may recharge it instead.

Current Hour:

The Keep:
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.

Hours Remaining: 13

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Raheli/NathanDavis:
Spoiler:
Hourglass Card 1 Raheli/NathanDavis
The Idiot
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When you fail a check, suffer the scourge Drained.
To Acquire:
Intelligence
Knowledge 4+#
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Hourglass Card 2 Balazar/Iceman:
Spoiler:
Hourglass Card 2 Balazar/Iceman
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 Radovan/AbrahamZ:
Spoiler:
Hourglass Card 3 Radovan/AbrahamZ
The Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Hourglass Card 4 Kess/wkover:
Spoiler:
Hourglass Card 4 Kess/wkover
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.
Hourglass Card 5 Enora/Bigguyinblack:
Spoiler:
Hourglass Card 5 Enora/Bigguyinblack
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 Raheli/NathanDavis:
Spoiler:
Hourglass Card 6 Raheli/NathanDavis
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Hourglass Card 7 Balazar/Iceman:
Spoiler:
Hourglass Card 7 Balazar/Iceman
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.
Hourglass Card 8 Radovan/AbrahamZ:
Spoiler:
Hourglass Card 8 Radovan/AbrahamZ
The Savored Sting
Core
Blessing 3
Traits:
Deity: Calistria
Divine
When this is the hour: On your checks while you avenge, bless.
To Acquire:
Charisma
Divine 8
On a local check, recharge to bless.
To let any character avenge, recharge.
Discard to explore.
Hourglass Card 9 Kess/wkover:
Spoiler:
Hourglass Card 9 Kess/wkover
The Worldbreaker
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 10 Enora/Bigguyinblack:
Spoiler:
Hourglass Card 10 Enora/Bigguyinblack
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Hourglass Card 11 Raheli/NathanDavis:
Spoiler:
Hourglass Card 11 Raheli/NathanDavis
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.
Hourglass Card 12 Balazar/Iceman:
Spoiler:
Hourglass Card 12 Balazar/Iceman
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.
Hourglass Card 13 Radovan/AbrahamZ:
Spoiler:
Hourglass Card 13 Radovan/AbrahamZ
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.

Location #1: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 0 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Raheli, Magic Full Plate, Imprisonment

Den Of Iniquity Card 1:
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.
Den Of Iniquity Card 2:
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.
Den Of Iniquity 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.
Den Of Iniquity Card 4:
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.

Location #3: 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: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Enora, Balazar
Office Card 1:
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.
Office Card 2:
Elixir of Focus
Core
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 8
On a local non-combat check, banish to add the character's Intelligence or Craft skill.
DURING RECOVERY
If proficient, you may succeed at a Craft 10 check to recharge this card.
Office Card 3:
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.
Office Card 4:
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.

Location #4: Slaughterhouse
Urban
Wild
At This Location: When you defeat a monster, discard a card.
When Closing: Banish an ally.
When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: Kess, Radovan
Slaughterhouse Card 1:
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.
Slaughterhouse Card 2:
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Slaughterhouse Card 3:
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.
Slaughterhouse Card 4:
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.
Slaughterhouse Card 5 (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.

Location #6: Chambers
Underground
Urban
At This Location: When you fail to acquire a boon, shuffle it into its location.
When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here:
Chambers Card 1 (Death's Touch):
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.

Chambers Card 2 (Circlet of Mental Acuity):
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.
Chambers Card 3:
Wand of Restorative Touch
CotCT
Item 4
Traits:
Divine
Healing
Magic
Wand
To Acquire:
Wisdom
Divine 10
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.

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

Chambers Card 4:
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.
Chambers Card 5:
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.
Chambers Card 6:
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.
Chambers Card 7:
Mysterious Relic
Core
Story Bane 1
Type: Barrier
Traits:
Task
Veteran
To Defeat:
Intelligence
Knowledge 4+#
OR Perception 6+#
If undefeated, each local character moves to a random location and suffers the scourge Dazed.
Chambers Card 8:
Stinging Wasps
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Dexterity
Acrobatics
Perception 11
OR Disable 9
If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Chambers Card 9:
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.

Chambers Card 10:
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.
Chambers Card 11:
Hippogriff Rider
CotCT
Monster 4
Traits:
AND
Animal
Human
Ranger
Trigger
To Defeat:
Combat 18
THEN Combat 17
OR Survival 11

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

Dark Archive

deck handler

The Keep: When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.

Enora casts Channel the Gift for Soothing Word and Casts Soothing Word on Balazar.

Enora moves to Chambers.

Chambers Card 1 (Death's Touch): 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.

arcane 11 using Knowledge instead, reveal a book to reveal Chronicler, reveal a book for Enora's power: 1d12 + 1d6 + 1d4 + 6 ⇒ (10) + (3) + (2) + 6 = 21

Discard Blessing of the Spellbound 1 to explore.

Chambers Card 2 (Circlet of Mental Acuity): 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.

charisma 11 using Knowledge instead, reveal a book to reveal Chronicler, reveal a book for Enora's power: 1d12 + 1d6 + 1d4 + 6 ⇒ (9) + (1) + (1) + 6 = 17

Enora ends her turn. Discard Ring of Fire.

Enora attempts to recover all cards in her Recovery pile.
Channel the Gift: Arcane 14: 1d12 + 1d4 + 5 ⇒ (11) + (4) + 5 = 20 -> Channel the Gift recharged.
Soothing Word: Arcane 11: 1d12 + 1d4 + 5 ⇒ (11) + (4) + 5 = 20 -> Soothing Word recharged.

Enora resets her hand.

Enora wrote:

Hand: Chronicler, Life Drain 1, Bestiary of Garund, Binder's Tome, Death's Touch, Circlet of Mental Acuity, Fire Snake,

Displayed:
Deck: 14 Discard: 3 Buried: 0
"Current Location: Chambers
Hero Points: 0"
"NOTES:
Available Support: Blessings are available for use.

Binder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.

Movement: Move me to the Office 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): Cleric of Nethys, Sapphire of Intelligence, Ice and Fire, Divine Blaze, Corrosion, Locate Object, Blessing of the Savored Sting, Marionette, Blessing of Milani, The Winged Serpent , Spellbook, Blessing of the Spellbound 2
Recharged: Channel the Gift, Soothing Word,
Discard Pile: Riding Allosaurus, Blessing of the Spellbound 1, Ring of Fire,
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)([x] or you attempt to defeat a barrier), 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.

Chambers cards 1 and 2 acquired.

Balazar healed for 1.


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

Hour of the Idiot
Banging this out quick so no flavor I'm afraid

Recharge Compass to move to Chambers and Examine Wand of Restorative Touch

[ooc]Give Card to Enora: Delve

Delve:
Traits
Magic
Arcane
Divine
Elite

Powers
Discard this card to add 1d8 to any check to acquire a weapon, an armor, or an item.

Discard this card to search your deck for an item and draw it.

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 8 check to recharge this card instead of discarding it.

Move back to Den of Iniquity, explore and encounter Thundering Earthbreaker
Recharge Sapphire of Intelligence. Use Enora's Delve. Discard the Healing Light
Melee 15: 1d8 + 1d8 + 1d8 ⇒ (6) + (8) + (7) = 21 Wow
The Holy Light: Heal Blessing of Milani

Recharge Silver Raven Figurine to Give Card to Radovan: Thundering Earthbreaker

Thundering Earthbreaker:
Traits
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect

Powers
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.

End of Turn Examine: Den Of Iniquity Card 2: Magic Full Plate

Raheli wrote:

Hand: Compass, Stone Skin, Wayfinder, Blue Star, Balmberry, Blessing of Milani, Sapphire of Intelligence,

Displayed: Centipede,
Deck: 8 Discard: 5 Buried: 1
"Notes: Blessing Available
Stone Skin: Display to reduce incoming damage by 4
Location: Den Of Iniquity
Move: Chambers"
Sideboard cards:

On Balazar's turn, recharge Wayfinder to move to Slaughterhouse and Examine:

Slaughterhouse Card 1: Pharasma's Knowing
Slaughterhouse Card 2: Henchman Proxy A3, Animated Object, Closing Henchman
Raheli wrote:

Hand: Compass, Stone Skin, Blue Star, Balmberry, Blessing of Milani, Sapphire of Intelligence,

Displayed: Centipede,
Deck: 8 Discard: 5 Buried: 1
"Notes: Blessing Available
Stone Skin: Display to reduce incoming damage by 4
Location: Slaughterhouse
Move: Den Of Iniquity"
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 ☑ 6 ☑ 7
Proficient with:
Powers:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 (☐ 2d8) 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 (☑ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharges (☐ plus the items' highest adventure deck number) to your check. (☐ Then you may shuffle your deck.)
☐ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
☐ You may discard a spell or item to reduce Combat damage (☐ or any damage) dealt to you to 0.
☐ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (☐ or put it on top of) its location deck.


Gave Enora Delve, then sent it to Recovery.
Gave Radovan Thundering Earthbreaker after acquiring it at Den of Iniquity Card 1
Examined:
Den of Iniquity 2
Chambers 3
Slaughterhouse 1-2


Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

Off-turn, Thundering Earthbreaker received from Raheli.

Dark Archive

deck handler

Recharge Ring of Fire when casting Delve.

Enora attempts to recover all cards in her Recovery pile.
Delve: Arcane 8: 1d12 + 1d4 + 5 ⇒ (12) + (3) + 5 = 20 -> Delve recharged .


Deck Handler

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

Free explore of Office 1: Shock Kukri
Recharge Gem of Mental Acuity to use Arcane instead of Strength, reveal Headband

Strength 12: 1d12 + 6 + 1d4 ⇒ (12) + 6 + (2) = 20 Success

Discard Djinn to examine Office 2: Elixir of Focus
It is a boon, so encounter it, revealing Headband

Intelligence 8: 1d8 + 2 + 1d4 ⇒ (4) + 2 + (1) = 7 Fail, discard Kukri to the wildcard

Continue exploration of Office 3: Animated Object
Cast Disable Mechanism, reveal Headband

Arcane 11: 1d12 + 6 + 2d8 + 1d4 ⇒ (1) + 6 + (8, 2) + (2) = 19 Success

Summon and encounter 1. Weapon 3. Armor 2. Spell 4. Item: 1d4 ⇒ 2 Aspect of the Monkey
Banish Chimera to add d4+d6 (Level 3 vs 2), reveal Headband

Wisdom 7: 1d6 + 1d4 + 1d6 + 1d4 ⇒ (5) + (4) + (3) + (1) = 13 Success

Draw Animated Object. Attempt to close Office.
Reveal headband, banish Animated Object for d4+d6

Charisma 9: 1d12 + 4 + 1d4 + 1d4 + 1d6 ⇒ (2) + 4 + (4) + (4) + (6) = 20 Success

Rejoin Enora at the Chambers
Recharge Shaman to heal each of us one card.
Recharge Aspect of the Monkey to draw a new monster: Dandasuka (level 3)
End turn and recover Disable Mechanism, with Headband (freely) and Tome

Arcane 12: 1d12 + 6 + 1d4 + 1d4 ⇒ (11) + 6 + (3) + (4) = 24 Success

Knocking over shelves and overturning tables, Padrig chased and chased after the animated spellbook. She finally cornered it under a chair and ripped the cover off with her sharp beak.
When she turned back to her ally, triumph in her eyes, Balazar was simply standing there, hands on his hips, covered in papers, quills, and other office detritus.
One of his allies, a very kindly old healer from an ancient line of wisemen, tut-tutted at the eidolon, before indicating a safe spot for Bal to relax and get a little healing. Didn't hurt that that spot was where Enora was busy picking up all sorts of arcane trinkets.

Balazar wrote:

Hand: Lightning Bolt (Core), Fire Shield, Create Spiked Pit, Headband of Mental Superiority, Shaman, The Paladin, Sands of the Hour, Dandasuka (Monster 3),

Displayed: Padrig,
Deck: 16 Discard: 9 Buried: 1
Hero Points: 1
NOTES:
Available Support: Blessings, Fire Shield, and Shaman are available.
Movement: Den or Slaughterhouse, as needed
Other: Monster can be banished to reduce local damage by 1+lvl or add d4 +lvl to a local combat

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blazing Servant, Brute Force Shield, Soothing Word, Belt of Charging, The Eclipse, Good Omen (Core), Eagle Aerie, Gem of Mental Acuity, Landshark Whelp, Steel Ibis Lamellar, Blackjack's Gear, Augury, Good Omen A, Unearthly Aim (Core)
Recharged: Aspect of the Monkey, Disable Mechanism,
Discard Pile: Haste, Cat (Core), The Midwife, Sklar-quah Thundercaller, Cerulean Mastermind, The All-Seeing Eye, Twitch Tonic, Shock Kukri, Djinn,
Buried Pile: Bound Shadow Demon,

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.)


Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

Scenario Power reminders:

* Adventure Reward: On your check, you may recharge 4 cards to add 1d4 and the Magic trait.
* Desperate: When you encounter a boon and do not acquire it, discard a card.
* After you play your harrow (The Mute Hag), you may heal a card.
* The story bane Trapped Furniture gains the Veteran trait and its difficult to defeat is increased by 4.
* Quang Power: 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.

Radovan's Monster Display powers:

* Radovan Power: 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.
* 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.
* 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.

Radovan's DR:

* Radovan Power: Reduce Fire, Poison, or Ranged Combat damage dealt to you by 1.
* Norge: reduce Fire damage dealt to you to 0.
* Fell Viridio: reduce Poison damage dealt to you to 0.

Radovan Combat powers:

Radovan Power: Add 1d4 to your combat check that does not have the 2-Handed trait
Radovan Power: Add 1d4 to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
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: 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.

It is the hour of The Rabbit Prince
Hour Power: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.

Start of Turn: reveal Rodrick to recharge Hrym

Give Card: Thundering Earthbreaker to Kess

Free exploration

Slaughterhouse 1 is 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.

Bury Liquid Courage (Quang 2)
Wisdom 4+4=8: 1d6 + 1d6 + 2 ⇒ (4) + (6) + 2 = 12 Acquired

Discard Pharasma's Knowing to draw 2 cards (Savored Sting & Snick), recharge 2 cards (Humanbane Rapier & Sands of the Hour), & explore

Slaughterhouse 2 is Animated Object:

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

who encounters it? Kess 1, Radovan 2, Raheli 3: 1d3 ⇒ 2
Reload Blackjack's Rapier
Recharge Zae
Radovan Power: Add 1d4 to your combat check
Norge: add 1 and the Fire trait
Fell Viridio: add 2 and the Poison trait
Combat 12+4+4=20: 1d8 + 6 + 1d6 + 2 + 1d4 + 1d6 + 1d4 + 3 ⇒ (2) + 6 + (1) + 2 + (1) + (6) + (4) + 3 = 25 Defeated
encounter boon of type: 1d4 ⇒ 4

Random Item 1 is 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.

Recharge Snick
Fort 7: 1d8 + 2 + 1d6 ⇒ (8) + 2 + (3) = 13 Acquired. Feed to Quang.

Slaughterhouse Location Power: When you defeat a monster, discard a card: The Savored Sting.

Banish Rodrick to close Slaughterhouse

Slaughterhouse Close power: examine top card of each location: Den of Iniquity is already known (card 2, Magic Plate); Chambers is already known (card 3, Wand of Restorative Touch). I think all other locations are closed.

Move to Chambers. Kess and Raheli also need to move.

End turn

Reset Hand

Turn Summary:
* Give Thundering Earthbreaker to Kess
* Slaughterhouse closed

Radovan wrote:

Hand: Blackjack's Rapier, Deadeye Pistol +1, Shark Skin Armor, Grogul, The Mute Hag, Old Deadeye,

Displayed: Horn of Blasting (Quang 2),
Deck: 9 Discard: 4 Buried: 5
Current Location: Chambers
Hero Points: 0
Paizo merch reroll: Used
NOTES:
Available Support: Blessings and other cards are available unless stated otherwise.

Old Deadeye: On a Dexterity or Survival check, discard to bless twice.
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): Poisoned Bullets, Alaeron
Recharged: Blessing of the Elements, Red Mantis Mask, Hrym, Sands of the Hour, Humanbane Rapier, Zae, Snick,
Discard Pile: Belt of Physical Might, Blessing of Abadar, Pharasma's Knowing, The Savored Sting,
Buried Pile: Mammoth, Bloodroot Poison (Quang), Instrument of Agony (Quang), Appleslayer, Liquid Courage (Quang 2),

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.


  • 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: Accepting Earthbreaker from Radovan.

    Hour = Avalanche. Stay @ Den and explore, encounter Full Magic Plate. Fail to acquire, discard Earthbreaker.

    Discard Moccasin to explore again, encounter Animated Object.

    Who encounters? (1=Kess, 2=Raheli): 1d2 ⇒ 1 - Kess

    Combat 20 (12+8) w/ gecko, recharged paint (for power), Moccasin bonus: 1d10 + 1d12 + 6 + 1d4 + 1d4 + 3 + 1d6 ⇒ (4) + (7) + 6 + (2) + (3) + 3 + (3) = 28 - henchman defeated

    Which boon encounered?: 1d4 ⇒ 2 - random spell (Magical Mansion); auto-fail, discard Porcupine

    Heal card from combat: Croc Madu. Bury random card to close: Dryad Sandals.

    Raheli and Kess fight their way to a den of low behavior, and are promptly beset by gaudy trinkets imbued with life.

    They deflect their unlikely attackers, then continue to the Chambers to join their fellow Pathfinders.

    Kess wrote:

    Hand: B of Gorum, Thylacine, B of Abadar, Topaz of Strength, Fire Gecko, B of Gozreh,

    Displayed: White War Paint (Core),
    Deck: 9 Discard: 5 Buried: 1
    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 ([X] 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

    Den of Iniquity is closed. Raheli, Kess move to Chambers.


    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: Desperate: When you encounter a boon and do not acquire it, discard a card.

    The story bane Trapped Furniture gains the Veteran trait and its difficulty to defeat is increased by 4.

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

    Additional Rules: Story Banes:
    Villain: None

    Closing Henchmen: Mysterious Relic:
    Core Story Bane Barrier 1
    Traits: Task Veteran
    To Defeat: Intelligence Knowledge 4+# OR Perception 6+#
    If undefeated, each local character moves to a random location and suffers the scourge Dazed.

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

    Non-closing Henchman: Trapped Furniture (Proxy B):
    Story Bane Barrier 1
    Traits: Trap Trigger
    To Defeat: Wisdom Perception 8 OR Craft Disable 6
    When examined, encounter this barrier. If undefeated, summon and encounter a barrier.

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

    Danger: Trapped Furniture:
    Story Bane Barrier 1
    Traits: Trap Trigger
    To Defeat: Wisdom Perception 8 OR Craft Disable 6
    When examined, encounter this barrier. If undefeated, summon and encounter a barrier.

    Party Tracker

    Scenario Level (#): 4

    Turn: 22, Enora/Bigguyinblack

    Random Cards:

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

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

    Spoiler:
    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.

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

    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.

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

    Spoiler:
    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:
    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.

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

    Weapons
    Spoiler:
    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.

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

    Spoiler:
    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:
    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:
    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.

    Spells
    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:
    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.


    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:
    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:
    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.


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

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

    Spoiler:
    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:
    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.

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

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

    Spoiler:
    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:
    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:
    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.

    Allies
    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:
    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:
    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:
    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:
    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.

    Blessings
    Spoiler:
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.

    Spoiler:
    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.

    Spoiler:
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.

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

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

    Hour Power: No effect.

    Current Hour:

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

    Hours Remaining: 8

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 1 Raheli/NathanDavis
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Hourglass Card 2 Balazar/Iceman:
    Spoiler:
    Hourglass Card 2 Balazar/Iceman
    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.
    Hourglass Card 3 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 3 Radovan/AbrahamZ
    The Savored Sting
    Core
    Blessing 3
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: On your checks while you avenge, bless.
    To Acquire:
    Charisma
    Divine 8
    On a local check, recharge to bless.
    To let any character avenge, recharge.
    Discard to explore.
    Hourglass Card 4 Kess/wkover:
    Spoiler:
    Hourglass Card 4 Kess/wkover
    The Worldbreaker
    Core
    Blessing 3
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: You may banish a random blessing from your discards to explore.
    To Acquire:
    Banish A Boon 0
    On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 5 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Enora/Bigguyinblack
    The Foreign Trader
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.
    Hourglass Card 6 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 6 Raheli/NathanDavis
    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.
    Hourglass Card 7 Balazar/Iceman:
    Spoiler:
    Hourglass Card 7 Balazar/Iceman
    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.
    Hourglass Card 8 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 8 Radovan/AbrahamZ
    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.

    Location #6: Chambers
    Underground
    Urban
    At This Location: When you fail to acquire a boon, shuffle it into its location.
    When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
    When Permanently Closed: No effect.
    M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: Enora, Balazar, Radovan, Kess, Raheli

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

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

    Chambers Card 2:
    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.
    Chambers Card 3:
    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.
    Chambers Card 4:
    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.
    Chambers Card 5:
    Mysterious Relic
    Core
    Story Bane 1
    Type: Barrier
    Traits:
    Task
    Veteran
    To Defeat:
    Intelligence
    Knowledge 4+#
    OR Perception 6+#
    If undefeated, each local character moves to a random location and suffers the scourge Dazed.
    Chambers Card 6:
    Stinging Wasps
    CotCT
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Perception 11
    OR Disable 9
    If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
    Chambers Card 7:
    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.

    Chambers Card 8:
    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.
    Chambers Card 9:
    Hippogriff Rider
    CotCT
    Monster 4
    Traits:
    AND
    Animal
    Human
    Ranger
    Trigger
    To Defeat:
    Combat 18
    THEN Combat 17
    OR Survival 11

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

    Dark Archive

    deck handler

    Incitation: When this is the hour: No effect.

    Pass Life Drain to Raheli.

    Chambers Card 1 (Wand of Restorative Touch): Wand of Restorative Touch:

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

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

    wisdom 10 using knowledge instead, reveal a book to reveal Chronicler, reveal a book for Enora's power, reveal Circlet of Mental Acuity: 1d12 + 1d6 + 1d4 + 7 ⇒ (1) + (6) + (2) + 7 = 16

    bury Wand of Restorative Touch to heal Kess: 1d4 + 1 ⇒ (4) + 1 = 5

    Enora wrote:

    Hand: Chronicler, Blessing of Milani, Bestiary of Garund, Binder's Tome, Death's Touch, Circlet of Mental Acuity, Fire Snake,

    Displayed:
    Deck: 16 Discard: 1 Buried: 1
    "Current Location: Chambers
    Hero Points: 0"
    "NOTES:
    Available Support: Blessings are available for use.

    Binder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.

    Blessing of Milani: Bless Dexterity or Wisdom non-combat checks twice.
    Movement: Move me to the Office 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): Blessing of the Savored Sting, Marionette, Ice and Fire, Ring of Fire, Divine Blaze, Spellbook, Soothing Word, The Winged Serpent , Cleric of Nethys, Channel the Gift, Delve, Blessing of the Spellbound 2, Corrosion, Blessing of the Spellbound 1, Locate Object, Sapphire of Intelligence
    Recharged:
    Discard Pile: Riding Allosaurus,
    Buried Pile: Wand of Restorative Touch,
    "
    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)([x] or you attempt to defeat a barrier), 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.

    Chambers card 1 acquired.

    Life Drain passed to Raheli.

    Kess healed for 5.


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

    Hour of Abadar's Law

    Give Card to Enora: Stone Skin

    Stone Skin:
    Traits
    Magic
    Arcane
    Divine

    Powers
    Display this card next to a character's deck. While displayed, reduce all damage dealt to that character by 4.

    At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 9 check to recharge it instead.

    Free Explore and Encounter Sergeant-at-arms
    Knowledge 10: 1d8 + 2 ⇒ (1) + 2 = 3
    Discard Balmberry. Shuffle Sergeant-at-arms into location

    Discard Compass to Explore
    Shuffle Explore: 1d8 + 1 ⇒ (7) + 1 = 8 Henchman Proxy B1
    Encounter Trapped Furniture
    Recharge Life Drain, Blue Star, and Sapphire of Intelligence
    Disable 6+4: 1d10 + 5 + 2d4 ⇒ (1) + 5 + (1, 3) = 10 Banished

    The Sergeant-at-arms cowers away from Raheli as she smashes the trapped furniture into pieces with hair, flowers, and sapphires.

    Raheli wrote:

    Hand: Blue War Paint, Staff of Minor Healing, Shy Ratani, Gem of Physical Prowess, Bottled Lightning, Blessing of Milani, Blessing of Sivanah,

    Displayed: Centipede,
    Deck: 6 Discard: 7 Buried: 1
    "Notes: Blessings Available
    Stone Skin: Display to reduce incoming damage by 4
    Location: Chamber
    Move: "
    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 ☑ 6 ☑ 7
    Proficient with:
    Powers:
    For your combat check, you may recharge a card to use your Dexterity skill + 1d8 (☐ 2d8) 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 (☑ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharges (☐ plus the items' highest adventure deck number) to your check. (☐ Then you may shuffle your deck.)
    ☐ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
    ☐ You may discard a spell or item to reduce Combat damage (☐ or any damage) dealt to you to 0.
    ☐ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (☐ or put it on top of) its location deck.


    Gave Stone Skin to Enora
    Chamber: 8 Banished (Proxy B). Everything else shuffled.


    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: Desperate: When you encounter a boon and do not acquire it, discard a card.

    The story bane Trapped Furniture gains the Veteran trait and its difficulty to defeat is increased by 4.

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

    Additional Rules: Story Banes:
    Villain: None

    Closing Henchmen: Mysterious Relic:
    Core Story Bane Barrier 1
    Traits: Task Veteran
    To Defeat: Intelligence Knowledge 4+# OR Perception 6+#
    If undefeated, each local character moves to a random location and suffers the scourge Dazed.

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

    Non-closing Henchman: Trapped Furniture (Proxy B):
    Story Bane Barrier 1
    Traits: Trap Trigger
    To Defeat: Wisdom Perception 8 OR Craft Disable 6
    When examined, encounter this barrier. If undefeated, summon and encounter a barrier.

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

    Danger: Trapped Furniture:
    Story Bane Barrier 1
    Traits: Trap Trigger
    To Defeat: Wisdom Perception 8 OR Craft Disable 6
    When examined, encounter this barrier. If undefeated, summon and encounter a barrier.

    Party Tracker

    Scenario Level (#): 4

    Turn: 24, Balazar/Iceman

    Random Cards:

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

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

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

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

    Spoiler:
    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.

    Barriers
    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:
    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.

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

    Spoiler:
    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.

    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.

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

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

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

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

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

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

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


    Spoiler:
    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:
    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:
    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.


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

    Spoiler:
    Impervious Chain Shirt
    Core
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    ConstitutionFortitude 11
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 4.
    * When you suffer any damage, you may bury to reduce it to 0.
    * You may discard to remove 1 of your scourges.

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

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

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

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

    Spoiler:
    Persona Mask
    CotCT
    Item 3
    Traits:
    Accessory
    Magic
    To Acquire:
    Charisma
    Diplomacy 9
    On your Diplomacy check, reveal to add 1d4.
    Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character.

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

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

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

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

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

    Spoiler:
    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.

    Hour Power: On your check, if you are at a Wild location, add 1d4.

    Current Hour:

    Old Deadeye:
    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.

    Hours Remaining: 6

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 1 Radovan/AbrahamZ
    The Savored Sting
    Core
    Blessing 3
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: On your checks while you avenge, bless.
    To Acquire:
    Charisma
    Divine 8
    On a local check, recharge to bless.
    To let any character avenge, recharge.
    Discard to explore.
    Hourglass Card 2 Kess/wkover:
    Spoiler:
    Hourglass Card 2 Kess/wkover
    The Worldbreaker
    Core
    Blessing 3
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: You may banish a random blessing from your discards to explore.
    To Acquire:
    Banish A Boon 0
    On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 3 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Enora/Bigguyinblack
    The Foreign Trader
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.
    Hourglass Card 4 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 4 Raheli/NathanDavis
    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.
    Hourglass Card 5 Balazar/Iceman:
    Spoiler:
    Hourglass Card 5 Balazar/Iceman
    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.
    Hourglass Card 6 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 6 Radovan/AbrahamZ
    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.

    Location #6: Chambers
    Underground
    Urban
    At This Location: When you fail to acquire a boon, shuffle it into its location.
    When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
    When Permanently Closed: No effect.
    M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Enora, Balazar, Radovan, Kess, Raheli, Sergeant-at-Arms

    Chambers Card 1:
    Stinging Wasps
    CotCT
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Perception 11
    OR Disable 9
    If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
    Chambers Card 2:
    Mysterious Relic
    Core
    Story Bane 1
    Type: Barrier
    Traits:
    Task
    Veteran
    To Defeat:
    Intelligence
    Knowledge 4+#
    OR Perception 6+#
    If undefeated, each local character moves to a random location and suffers the scourge Dazed.
    Chambers Card 3:
    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.
    Chambers Card 4:
    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.
    Chambers Card 5:
    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.
    Chambers Card 6:
    Hippogriff Rider
    CotCT
    Monster 4
    Traits:
    AND
    Animal
    Human
    Ranger
    Trigger
    To Defeat:
    Combat 18
    THEN Combat 17
    OR Survival 11

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

    Chambers Card 7:
    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.


    Deck Handler

    Hour of Old Deadeye
    When this is the hour: On your check, if you are at a Wild location, add 1d4.

    Free explore of Chamber 1: Stinging Wasps
    Discard The Paladin to bless and add Charisma

    Disable 9: 1d6 + 1d6 + 1d12 + 4 ⇒ (4) + (1) + (10) + 4 = 19 Success

    Discard Sands of the Hour to examine Chamber 2: Mysterious Relic and explore.
    Reveal Headband, ask Kess for Blessing of Abadar to make it automatic.

    Knowledge 8: 1d8 + 4 + 1d4 + 2d8 ⇒ (6) + 4 + (3) + (2, 3) = 18 Success

    Close the Chambers using Dexterity, asking for Blessing of Milani from Enora, banish Dandasuka for ability
    Dexterity 9: 1d6 + 2d6 + 1d4 + 1d6 ⇒ (2) + (2, 5) + (1) + (3) = 13 Success

    FIN!

    Balazar wonders at the presence of wasps inside the building like this, but supposes that the little buggers don't really understand the concept of ghosts and spirits. A quick blessing and they are chased out the hole in the shutter that they had come in thru.

    And then there was the final trap. A strange, glowing thing with many facets and a shifting appearance. But Balazar had heard of such things before, and solved the puzzle purely by touch rather than relying on his eyes or his magic.

    All at once... silence. At least for the moment.


    The once-grand dining room is now a mess of glass and splinters, but at least it is no longer attacking you. As you hold your torch aloft, the unmistakable outline of a summoning circle drawn in silver shines in the dim light, in the spot where the dining table once stood.

    Could this be connected to the spirits that haunt this place?

    KRA-THOOOM!

    Suddenly, a loud crash echoes down from upstairs. Perhaps there will be time to stare at circles later.

    REWARD
    For the rest of the adventure, at the end of your turn, if your location had 3 or fewer cards, you may examine the top card of your location.

    HERO POINT
    All characters earn 1 Hero Point.
    Kess, Raheli, and Enora, may spend this Hero Point on a Skill or Card feat.
    Radovan may spend this Hero Point on a Power or Card feat.

    ACQUIRED CARDS

    • Sklar-quah Thundercaller (Ally 4)
    • Landshark Whelp (Ally 4)
    • Cerulean Mastermind (Ally 3)
    • Wolverine (Ally 3)
    • Raccoon (Ally 3)
    • Riding Allosaurus (Ally 2)

    • Brute Force Shield (Armor 2)

    • The Healing Light (Blessing 3)
    • Pharasma's Knowing (Blessing 1)

    • Blue War Paint (Item 4)
    • Bottled Lightning (Item 4)
    • Wand of Restorative Touch (Item 4)
    • Blackjack's Gear (Item 4)
    • Bloodroot Poison (Item 3)
    • Circlet of Mental Acuity (Item 2)
    • Horn of Blasting (Item 2)
    • Twitch Tonic (Item 2)
    • Liquid Courage (Item 2)

    • Death's Touch (Spell 4)
    • Divine Blaze (Spell 4)
    • Instrument of Agony (Spell 4)
    • Lightning Bolt (Spell 2)
    • Unearthly Aim (Spell 2)
    • Good Omen (Spell 1)

    • Blackjack's Rapier (Weapon 4)
    • Returning Totem Spear (Weapon 4)
    • Thundering Earthbreaker (Weapon 4)
    • Shock Kukri (Weapon 3)


    Scenario C: Society of the Veil

    The ghost boy flared at Mally and beckoned toward a door on the other side of the room. The children followed him, away from the ominous heavy tread on the stairs. Halurian tried the door, rattling the handle. Locked. The ghost boy misted back into light and sank into the mechanism; with a metallic click, the lock opened.

    As the children shut the door behind them, the treading footsteps reached the bottom of the stairs. A moment later, the handle rattled vigorously, followed by a stream of cursing. Henda’s eyes shone with glee in the warm ghostlight; Mally could practically see her noting the curse words to shock their parents later. The light flared strongly for a moment, then the ghost boy touched Mally’s hand and pointed at the floor. The heavy tread pounded back up the stairs.

    There, on the floorboards, a childish hand had burned a warning, or a promise.

    “We are safe,” it read. “Daddy will take care of the bad people.”

    The grand staircase creaks under your weight. With a deafening crack, a deep rift appears in the wall ahead. Spectral mice pour out, tumbling over themselves in their haste to escape an unseen threat. As quickly as they appeared, the mice vanish, and the wall knits itself back together behind them.

    Quickly and carefully, you search the second floor. At first, you see little of note. One bedroom and another, a sitting room, a powder room. But as you round a corner, one door in particular stands out. Dozens of metal implements impale the door, from knives and forks to fire irons and even a cluster of sewing needles. Whatever’s on the other side of that door must be important. You open the door.

    A brilliant light flashes. A small, silver circle, similar to the one under the dining table, adorns the floor just inside the room. It lasts for only a moment before imploding in a cloud of acrid smoke.

    The children aren’t here, but someone else is. A group of hooded figures huddles in the back corner of the room, daggers at the ready.

    “The wards!” one screams. “Are you trying to get us all killed?”

    When you ask them if they’ve seen signs of children around the house, they fall suspiciously quiet. You demand answers from the hooded group. Did they summon the spirits to drive the children off, or simply slink away and protect themselves when they knew the spirits were enraged? The fear in their leader’s eyes morphs into outrage. With an arcane chant, she infuses her hand with violet energy.

    DURING THIS SCENARIO
    When you encounter a monster from a location, a local character summons and encounters a monster; the summoned monster gains the Undead trait and is immune to Mental and Poison.

    HARROWING

    Radovan's Harrow:
    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.

    Kess's Harrow:
    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.

    Enora's Harrow:
    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.

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


    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 monster from a location, a local character summons and encounters a monster; the summoned monster gains the Undead trait and is immune to Mental and Poison.

    Additional Rules: Story Banes:

    Villain: Planar Rift (Proxy B):
    Barrier Story Bane 1

    Traits:
    Magic
    Obstacle
    Veteran

    To Defeat:
    Combat 11+##
    OR
    Arcane/Divine 6+#

    Cannot be evaded.
    Before acting, a local character summons and encounters the danger.
    The difficulty to defeat is increased by the number of locations.


    Closing Henchmen: Cultists-Society of the Veil (Proxy A):
    Monster Story Bane 1

    Traits:
    Human
    Cultist
    Veteran

    To Defeat:
    Combat 10+##
    OR
    Diplomacy 8+#

    If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.


    Danger: Random Undead Story Bane:
    1) 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.


    2) Wight
    Spoiler:
    Monster Story Bane 1

    Traits:
    Undead
    Wight
    Veteran

    To Defeat:
    Knowledge 6+#
    OR
    Combat 10+##

    Immune to Mental and Poison.
    Before acting, suffer 1 Cold damage.
    If undefeated, suffer the scourge Drained.


    3) 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.


    4) Mummy
    Spoiler:
    Monster Story Bane 2

    Traits:
    Undead
    Mummy
    Veteran

    To Defeat:
    Combat 14+##

    Immune to Cold, Mental, and Poison. Vulnerable to Fire.
    If undefeated, bury your discards and suffer the scourge Wounded.


    5) Vampire
    Spoiler:
    Monster Story Bane 2

    Traits:
    Undead
    Vampire
    Veteran

    To Defeat:
    Combat 10+##
    THEN
    Combat 10+##
    OR
    Divine 7+#

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


    6) Wraith
    Spoiler:
    Monster Story Bane 2

    Traits:
    Undead
    Wraith
    Incorporeal
    Veteran

    To Defeat:
    Combat 13+##
    OR
    Divine 8+#

    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Damage suffered from this monster may not be reduced.
    If undefeated, suffer the scourge Drained.

    Party Tracker

    Scenario Level (#): 4

    Location #1: Crypt
    Sacred
    Underground
    Urban
    At This Location: The difficulty of checks against Undead banes is increased by 3.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
    M: 4 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here:

    Location #2: Ossuary
    Sacred
    Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M: 3 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here:

    Location #3: 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:

    Location #4: Blood Pool
    Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here:

    Location #5: 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 ?: 1
    Located/Displayed Here:

    Location #6: Dungeons
    Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here:

    Location #7: Cell
    Underground
    At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
    When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
    When Permanently Closed: You may draw a new ally.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here:


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

    Starting @ Ossuary.

    Kess wrote:

    Hand: Topaz of Strength, Incitation, Reed Moccasin, B of Gorum, Wolf, Dryad Sandals, The Mute Hag,

    Displayed:
    Deck: 13 Discard: 0 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 ([X] 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


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    Radovan joins Kess at the Ossuary.

    Radovan wrote:

    Hand: Deadeye Pistol +1, Humanbane Rapier, Rodrick, Grogul, Snick, Sands of the Hour, The Eclipse,

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

    Sands of the Hour: On any check using a skill listed in the hour’s check to acquire, recharge to bless.

    The Eclipse: On any check, freely discard to bless.
    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): Alaeron, The Savored Sting, Blackjack's Rapier, Poisoned Bullets, Appleslayer, Shark Skin Armor, Belt of Physical Might, Blessing of the Elements, Blessing of Abadar, Red Mantis Mask, Old Deadeye, Zae
    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.

  • Dark Archive

    deck handler

    Trading out Cure for Soothing Word loot. Starting at Reading Room.

    Enora wrote:

    Hand: Sapphire of Intelligence, Blessing of Milani, Locate Object, Spellbook, Fire Snake, Bestiary of Garund, Blessing of the Spellbound 1, The Owl ,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    "Current Location: Reading Room
    Hero Points: 0"
    "NOTES:
    Available Support: Blessings are available for use.

    Blessing of Milani: Bless Dexterity or Wisdom non-combat checks twice.

    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 Crypt 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): Blessing of the Savored Sting, Channel the Gift, Binder's Tome, Ring of Fire, Soothing Word, Marionette, Imp, Blessing of the Spellbound 2, Ice and Fire, Chronicler, Life Drain 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)([x] or you attempt to defeat a barrier), 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

    Start at Reading Room.
    Display Eagle Aerie.

    Will recharge Haste to draw a monster once everything is set.

    Balazar wrote:

    Hand: Blazing Servant, Create Spiked Pit, Haste, Gem of Mental Acuity, Djinn, Shaman, The All-Seeing Eye, The Queen Mother,

    Displayed: Padrig, Eagle Aerie,
    Deck: 13 Discard: 0 Buried: 0
    Hero Points: 2
    NOTES:
    Available Support: Blessings and Shaman are available. Movement via Eagle Aerie is possible for any local character.
    Movement: Cell or Blood Pool, as needed
    Other: Monster can be banished to reduce local damage by 1+lvl or add d4 +lvl to a local combat

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Disable Mechanism, The Lady of Mysteries, Steel Ibis Lamellar, Headband of Mental Superiority, Belt of Charging, Cat (Core), Bound Shadow Demon, Good Omen (Core), Soothing Word, The Midwife, Fire Shield, Augury, The Paladin
    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
    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.)

    Dark Archive

    deck handler

    Edit: Since Raheli will have Divine Enora will replace Sapphire of Intelligence for Soothing Word instead. So I'll replace the Sapphire of Intelligence with Cure in my hand.


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

    Dragon's Demand: Replacing Wolf with Balmberry
    Flesh Poppet is my Cohort
    Starting at Reading Room

    Raheli wrote:

    Hand: Blessing of Wadjet, Corrosion, Wayfinder, Blue Star, Master Cartman, Compass, Silver Raven Figurine, The Publican,

    Displayed: Flesh Poppet,
    Deck: 11 Discard: 0 Buried: 0
    "Notes: Blessings 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.
    Silver Raven: Available for carting stuff back and forth.
    Will use Compass before the end of Enora's turn

    Blessings Available
    Location: Reading Room
    Move: Cell"
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d10 [X]+1 [X] +2 [X] +3 [X] +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 ☑ 6 ☑ 7
    Proficient with:
    Powers:
    For your combat check, you may recharge a card to use your Dexterity skill + 1d8 (☐ 2d8) 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 (☑ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharges (☐ plus the items' highest adventure deck number) to your check. (☐ Then you may shuffle your deck.)
    ☐ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
    ☐ You may discard a spell or item to reduce Combat damage (☐ or any damage) dealt to you to 0.
    ☐ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (☐ or put it on top of) its location deck.


    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 monster from a location, a local character summons and encounters a monster; the summoned monster gains the Undead trait and is immune to Mental and Poison.

    Additional Rules: Story Banes:

    Villain: Planar Rift:
    Barrier Story Bane 1

    Traits:
    Magic
    Obstacle
    Veteran

    To Defeat:
    Combat 11+##
    OR
    Arcane/Divine 6+#

    Cannot be evaded.
    Before acting, a local character summons and encounters the danger.
    The difficulty to defeat is increased by the number of locations.


    Closing Henchmen: Cultists-Society of the Veil (Proxy A):
    Monster Story Bane 1

    Traits:
    Human
    Cultist
    Veteran

    To Defeat:
    Combat 10+##
    OR
    Diplomacy 8+#

    If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.


    Danger: Random Undead Story Bane:
    1) 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.


    2) Wight
    Spoiler:
    Monster Story Bane 1

    Traits:
    Undead
    Wight
    Veteran

    To Defeat:
    Knowledge 6+#
    OR
    Combat 10+##

    Immune to Mental and Poison.
    Before acting, suffer 1 Cold damage.
    If undefeated, suffer the scourge Drained.


    3) 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.


    4) Mummy
    Spoiler:
    Monster Story Bane 2

    Traits:
    Undead
    Mummy
    Veteran

    To Defeat:
    Combat 14+##

    Immune to Cold, Mental, and Poison. Vulnerable to Fire.
    If undefeated, bury your discards and suffer the scourge Wounded.


    5) Vampire
    Spoiler:
    Monster Story Bane 2

    Traits:
    Undead
    Vampire
    Veteran

    To Defeat:
    Combat 10+##
    THEN
    Combat 10+##
    OR
    Divine 7+#

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


    6) Wraith
    Spoiler:
    Monster Story Bane 2

    Traits:
    Undead
    Wraith
    Incorporeal
    Veteran

    To Defeat:
    Combat 13+##
    OR
    Divine 8+#

    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Damage suffered from this monster may not be reduced.
    If undefeated, suffer the scourge Drained.

    Party Tracker

    Scenario Level (#): 4

    Turn: 1, Radovan/AbrahamZ

    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:
    Mammoth
    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 18
    OR Survival 9
    Before acting, each local character suffers 1 Combat damage.

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

    Spoiler:
    Dandasuka
    CotCT
    Monster 3
    Traits:
    Outsider
    Rakshasa
    To Defeat:
    Combat 11
    Resistant to Attack. Vulnerable to Piercing.
    Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
    After the roll, if the check was not blessed, reroll 1 die showing the highest value.

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

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

    Spoiler:
    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:
    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.

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

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

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

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

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

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


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

    Spoiler:
    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:
    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.


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

    Spoiler:
    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:
    Impervious Chain Shirt
    Core
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    ConstitutionFortitude 11
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 4.
    * When you suffer any damage, you may bury to reduce it to 0.
    * You may discard to remove 1 of your scourges.

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

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

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

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

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


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

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

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

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

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

    Spoiler:
    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:
    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: On each check, the first blessing played to bless may be played freely.

    Current Hour:

    Desna's Freedom:
    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.

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Kess/wkover:
    Spoiler:
    Hourglass Card 1 Kess/wkover
    The Courtesan
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, freely discard to use your Charisma die instead of the normal die.
    Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
    Hourglass Card 2 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 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 3 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 3 Raheli/NathanDavis
    The Savored Sting
    Core
    Blessing 3
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: On your checks while you avenge, bless.
    To Acquire:
    Charisma
    Divine 8
    On a local check, recharge to bless.
    To let any character avenge, recharge.
    Discard to explore.
    Hourglass Card 4 Balazar/Iceman:
    Spoiler:
    Hourglass Card 4 Balazar/Iceman
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 5 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 5 Radovan/AbrahamZ
    Lady of Valor
    Core
    Blessing 3
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On another character's check to defeat, discard to add 2d8; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 6 Kess/wkover:
    Spoiler:
    Hourglass Card 6 Kess/wkover
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.
    Hourglass Card 7 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 Enora/Bigguyinblack
    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 8 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 8 Raheli/NathanDavis
    The Peacock
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, if no boons are played, it is blessed.
    To Acquire:
    Dexterity
    Diplomacy 4+#
    On any check, recharge to bless.
    No other boon may be played on this check.
    Discard to explore.
    Hourglass Card 9 Balazar/Iceman:
    Spoiler:
    Hourglass Card 9 Balazar/Iceman
    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 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 10 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.
    Hourglass Card 11 Kess/wkover:
    Spoiler:
    Hourglass Card 11 Kess/wkover
    The Lady of Mysteries
    Core
    Blessing 3
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless.
    On a check against an Undead bane, recharge to bless.
    Discard to draw 3 cards, then recharge 3 cards, then you may explore.
    Hourglass Card 12 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 12 Enora/Bigguyinblack
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Hourglass Card 13 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 13 Raheli/NathanDavis
    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 14 Balazar/Iceman:
    Spoiler:
    Hourglass Card 14 Balazar/Iceman
    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.
    Hourglass Card 15 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 15 Radovan/AbrahamZ
    The Midwife
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a monster.
    To Acquire:
    Wisdom
    Divine 4+#
    When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
    Hourglass Card 16 Kess/wkover:
    Spoiler:
    Hourglass Card 16 Kess/wkover
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 17 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 Enora/Bigguyinblack
    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 18 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 18 Raheli/NathanDavis
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish
    A
    Boon 5+#
    OR Bury A Boon Whose Level Is Equal To # 0
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 19 Balazar/Iceman:
    Spoiler:
    Hourglass Card 19 Balazar/Iceman
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.
    Hourglass Card 20 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 20 Radovan/AbrahamZ
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 21 Kess/wkover:
    Spoiler:
    Hourglass Card 21 Kess/wkover
    The Liar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
    To Acquire:
    Charisma
    Knowledge 4+#
    On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
    Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
    Hourglass Card 22 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 22 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 23 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 23 Raheli/NathanDavis
    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 24 Balazar/Iceman:
    Spoiler:
    Hourglass Card 24 Balazar/Iceman
    The Father of Creation
    Core
    Blessing 3
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
    To Acquire:
    Strength
    Craft
    Divine 8
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
    Hourglass Card 25 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 25 Radovan/AbrahamZ
    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.
    Hourglass Card 26 Kess/wkover:
    Spoiler:
    Hourglass Card 26 Kess/wkover
    The Lost
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would recharge a Magic boon, discard it instead.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
    Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
    Hourglass Card 27 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 27 Enora/Bigguyinblack
    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.
    Hourglass Card 28 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 28 Raheli/NathanDavis
    The Worldbreaker
    Core
    Blessing 3
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: You may banish a random blessing from your discards to explore.
    To Acquire:
    Banish A Boon 0
    On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 29 Balazar/Iceman:
    Spoiler:
    Hourglass Card 29 Balazar/Iceman
    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.

    Location #1: Crypt
    Sacred
    Underground
    Urban
    At This Location: The difficulty of checks against Undead banes is increased by 3.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
    M: 4 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here:

    Crypt Card 1:
    Pixie Gang
    Core
    Monster 2
    Traits:
    Fey
    Swarm
    To Defeat:
    Combat 13
    OR Dexterity
    Acrobatics 10
    On the check to defeat, add the number of other local characters.
    If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.
    Crypt Card 2:
    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.
    Crypt Card 3:
    The Uprising
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: Your non-combat check against a bane is blessed.
    To Acquire:
    Strength
    Diplomacy 4+#
    On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
    Discard to explore.
    Crypt Card 4:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.
    Crypt Card 5:
    Instrument of Agony
    CotCT
    Spell 4
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 10
    Display next to a character. While displayed:
    * On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
    * At the end of the turn, banish.

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

    Crypt 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.
    Crypt Card 7:
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Crypt Card 8:
    Enchant Weapon
    Core
    Spell 0
    Traits:
    Arcane
    Magic
    Veteran
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 4
    When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
    Crypt Card 9:
    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.
    Crypt Card 10:
    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.

    Location #2: Ossuary
    Sacred
    Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M: 3 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Kess, Radovan
    Ossuary Card 1:
    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.
    Ossuary Card 2:
    Symbol of Agony
    CotCT
    Barrier 2
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
    Ossuary 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.
    Ossuary Card 4:
    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.
    Ossuary Card 5:
    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.
    Ossuary Card 6:
    Voidglass Armor
    Core
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    Display. While displayed:
    * When you suffer any damage, you may recharge to reduce it by 1.
    * When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    Ossuary Card 7:
    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.
    Ossuary Card 8:
    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.
    Ossuary Card 9:
    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.

    Ossuary Card 10:
    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.

    Location #3: 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: Enora, Balazar, Raheli
    Reading Room Card 1:
    Lady Luck
    Core
    Blessing 3
    Traits:
    Deity: Desna
    Divine
    When this is the hour: When you play a blessing, you may give a card to any character.
    To Acquire:
    Wisdom
    Divine
    Perception 8
    On any check, freely discard to reroll.
    Discard to move, then explore.
    Reading Room Card 2:
    Guardian Zombie
    CotCT
    Monster 2
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 11+##
    Immune to Cold, Electricity, Mental and Poison.
    If undefeated, suffer the scourge Plagued.
    Reading Room Card 3:
    Twisted Space
    Core
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    When a character encounters a monster, banish to let them evade it; a local character may encounter it.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
    Reading Room 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.
    Reading Room Card 5:
    Twitch Tonic
    CotCT
    Item 2
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 10
    Discard to explore.
    Banish to heal a local character 1d4+1 allies.

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

    Reading Room Card 6:
    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.
    Reading Room Card 7:
    Planar Rift
    Core
    Story Bane 1
    Type: Barrier
    Traits:
    Magic
    Obstacle
    Veteran
    To Defeat:
    Combat 11+##
    OR Arcane
    Divine 6+#
    Cannot be evaded.
    Before acting, a local character summons and encounters the danger.
    The difficulty to defeat is increased by the number of locations.
    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:
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Reading Room Card 10:
    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.

    Location #4: Blood Pool
    Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here:
    Blood Pool Card 1:
    Wood Golem
    Core
    Monster 3
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 18
    Immune to Attack, Cold, Mental, and Poison.
    Vulnerable to Fire.
    If the check to defeat has the Fire trait, ignore this monster's immunities.
    Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.
    Blood Pool Card 2:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Blood Pool Card 3:
    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.
    Blood Pool Card 4:
    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.
    Blood Pool Card 5:
    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.
    Blood Pool Card 6:
    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.
    Blood Pool Card 7:
    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.
    Blood Pool Card 8:
    Xenarth
    CotCT
    Monster 4
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 24
    Immune to Electricity and Poison.
    Before acting, each local character suffers 2 Acid Damage.
    If undefeated, suffer the scourge Poisoned.
    Blood Pool Card 9:
    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.
    Blood Pool Card 10:
    Flensing Jelly
    Core
    Ally 2
    Traits:
    Alchemical
    Ooze
    To Acquire:
    Intelligence
    Craft 9
    OR Wisdom
    Survival 11
    On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
    Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
    DURING RECOVERY
    You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.

    Location #5: 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 ?: 1
    Located/Displayed Here:
    Twisting Passages Card 1:
    Giant Anaconda
    CotCT
    Monster 3
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    Vulnerable to Cold.
    If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.
    Twisting Passages Card 2:
    Harpy
    Core
    Monster 2
    Traits:
    Harpy
    To Defeat:
    Combat 10
    Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
    Twisting Passages Card 3:
    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.
    Twisting Passages Card 4:
    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.
    Twisting Passages Card 5:
    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.
    Twisting Passages Card 6:
    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.
    Twisting Passages Card 7:
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
    Twisting Passages Card 8:
    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.
    Twisting Passages Card 9:
    Chimera
    Core
    Monster 3
    Traits:
    Aberration
    Chimera
    To Defeat:
    Combat 9
    THEN Combat 10
    THEN Combat 11

    Before acting, each local character suffers 1 Fire damage.
    If undefeated, 3 random local characters suffer 1d4 Combat damage.

    Twisting Passages Card 10:
    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.

    Location #6: Dungeons
    Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here:
    Dungeons Card 1:
    Emperor Scorpion
    CotCT
    Monster 4
    Traits:
    Trigger
    Vermin
    To Defeat:
    Combat 20
    When examined, suffer 1 Poison damage, then encounter this monster.
    Immune to Mental.
    If you are at an Underground location, the difficulty to defeat is increased by #.
    If undefeated, suffer the scourge Poisoned.
    Dungeons Card 2:
    Flanking Attack
    CotCT
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
    Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
    Dungeons Card 3:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Dungeons Card 4:
    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.
    Dungeons Card 5:
    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.
    Dungeons Card 6:
    The Teamster
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: After your first exploration of your turn, you may discard a card to explore.
    To Acquire:
    Constitution
    Diplomacy 4+#
    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.
    Dungeons Card 7:
    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.
    Dungeons Card 8:
    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.
    Dungeons Card 9:
    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.
    Dungeons Card 10:
    Diseased Rats
    CotCT
    Monster 2
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 13
    OR Stealth
    Survival 9
    Vulnerable to Attack.
    If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.

    Location #7: Cell
    Underground
    At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
    When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
    When Permanently Closed: You may draw a new ally.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here:
    Cell 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.
    Cell Card 2:
    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.
    Cell Card 3:
    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.
    Cell Card 4:
    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.
    Cell Card 5:
    Unseen Sentinel
    Core
    Monster 2
    Traits:
    Outsider
    To Defeat:
    Combat 11
    Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
    Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
    This encounter cannot be avenged.
    Cell Card 6:
    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.
    Cell Card 7:
    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.
    Cell Card 8:
    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.
    Cell Card 9:
    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.
    Cell Card 10:
    Ruan Mirukova
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 12
    On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
    Discard to explore; you may first heal a card.


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    It is the hour of Desna's Freedom
    Hour Power: On each check, the first blessing played to bless may be played freely.

    Radovan finds it disturbing that the missing children are somewhere in this awful place. He starts looking in the ossuary, certainly hoping that he won't find their bones in their! I must find them - they need bodyguarding!

    Free exploration

    Ossuary 1 is Cultists-Society of the Veil:

    Monster Story Bane 1
    Traits:
    Human
    Cultist
    Veteran

    To Defeat:
    Combat 10+##
    OR
    Diplomacy 8+#

    If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.

    First, though, he will have to deal with these loony cultists!

    Scenario: When you encounter a monster from a location, a local character summons and encounters a monster; the summoned monster gains the Undead trait and is immune to Mental and Poison.

    Random Monster 1 is 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.

    The cultists have somehow persuaded some Gray Maiden footsoldiers to guard them; these ones are looking particularly, well, dead. But Radovan simply steps aside as they charge towards him and they all bumble down the stairs and out of view. Radovan wants to believe that it was his charm and good looks that led the undead maidens astray, but inside, Quang merely smiles at the thought; she knows that such devilry is her work. Quang Power: you may evade your encounter.

    Radovan turns back to the Cultists and his expression is grim. "Where are the children? Don't make me make you wish you had told me. Remember, I am the bodyguard!" The cultists look a bit uncertain, as if they might perhaps be willing to talk with him. But before they have a chance, Radovan draws his rapier and has at them.

    Reload Humanbane Rapier
    Radovan, Norge, & Fell Viridio: 1d4+3 (+Fire + Poison)
    Combat 10+8=18: 1d8 + 6 + 1d6 + 1 + 1d8 + 1d4 + 1d4 + 3 ⇒ (8) + 6 + (3) + 1 + (3) + (4) + (1) + 3 = 29

    Radovan makes quick work of the cultists but, before he can turn to go, he hears the squeaking of the floorboards. Two hideous skeletons leap out and assault him and his friend Kess!

    Ossuary Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated. Kess must encounter an Ancient Skeleton.

    I don't *think* this triggers the scenario power "When you encounter a monster from a location, a local character summons and encounters a monster; the summoned monster gains the Undead trait and is immune to Mental and Poison." since I don't *think* summoned banes count as being from the location. But if that's wrong then both Kess and Radovan would also have to summon an additional monster (though Radovan could simply evade his unless it had a "cannot evade" power).

    Ancient Skeleton:

    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.

    Radovan will pause before dealing with his Ancient Skeleton, since if Kess defeats his, Radovan can simply evade his and the location will still close.

    Assuming that *either* Kess or Radovan defeats an Ancient Skeleton, the Ossuary will close. Radovan will move to the Reading Room, his hand will stay the same as present, and his turn will be over.


    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: Fighting my Ancient Skeleton. For BA power, recharge the Mute Hag.

    Combat 19 (11+8) w/ my Gorum: 1d10 + 1d12 + 6 + 2d4 ⇒ (3) + (8) + 6 + (1, 2) = 20 - Skeleton defeated

    Card healed: Gorum.

    Kess wrote:

    Hand: Topaz of Strength, Incitation, Reed Moccasin, Wolf, Dryad Sandals,

    Displayed:
    Deck: 15 Discard: 0 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 ([X] 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

    Ossuary is closed. I'll follow Radovan to his new location: the Reading Room

    Dark Archive

    deck handler

    At the start of Kess's turn Enora will cast Locate Object.

    Reading Room Card 1: Lady Luck:

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

    Divine 8 recharging Blessing of the Spellbound 1, revealing a book for Enora's power: 3d4 ⇒ (4, 3, 2) = 9

    Enora attempts to recover all cards in her Recovery pile.
    Locate Object: Arcane 8: 1d12 + 2d4 + 4 ⇒ (10) + (3, 2) + 4 = 19 -> Locate Object recharged.


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

    Hour: The Courtesan. When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.

    At SOT, Balazar recharges Haste and draws Mammoth (Monster 3).

    Reading Room was technically shuffled from Locate Object, but first card was boon - so seems OK to leave the other cards as-is without shuffling, since they're already random.

    Explore Reading Room, encounter card 2: Guarding Zombie. Per scenario effect, Radovan summons and evades a Quivering Cube (random monster #3).

    Combat 19 (11+8) w/ my Incitation, location bonus: 1d10 + 1d12 + 6 + 1d10 + 1 ⇒ (2) + (9) + 6 + (3) + 1 = 21 - zombie defeated, Incitation healed

    Radovan, the multi-personality demon fiend, leads the party on a pathway that skirts an undulating gelatinous mass.

    Their silent footsteps also allow them to creep up on an undead sentry, which Kess dispatches with ease.

    Discard Wolf to explore again, encounter Twisted Space (spell 2). Auto-fail to acquire.

    Kess wrote:

    Hand: Topaz of Strength, Verdant Rager, Reed Moccasin, Crocodile Skin Madu, Wolfhide Armor, Dryad Sandals,

    Displayed:
    Deck: 13 Discard: 1 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 ([X] 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 Reading Room is card 4.

    Dark Archive

    deck handler

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

    Enora passes Cure to Raheli.

    Reading Room 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.

    survival 9 casting Fire Snake, revealing a book for Enora's power, revealing Spellbook: 1d12 + 2d4 + 4 ⇒ (9) + (2, 1) + 4 = 16

    Discard Wolverine to explore.

    Reading Room Card 5: Twitch Tonic:

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

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

    craft 10 using knowledge instead, revealing a book for Enora's power, revealing Spellbook: 1d12 + 2d4 + 6 ⇒ (11) + (2, 2) + 6 = 21

    Discard Twitch Tonic to explore.

    Reading Room Card 6: 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.

    Banished. Discard The Owl to explore healing a random card: Twitch Tonic.

    Reading Room Card 7: Planar Rift:

    Core
    Story Bane 1
    Type: Barrier
    Traits:
    Magic
    Obstacle
    Veteran
    To Defeat:
    Combat 11+##
    OR Arcane
    Divine 6+#
    Cannot be evaded.
    Before acting, a local character summons and encounters the danger.
    The difficulty to defeat is increased by the number of locations.

    BYA Radovan summons and evades a danger. Raheli casts Corrosion.

    Divine 6 +4 +6 using Knowledge instead, Raheli casts Corrosion, reveal a book for Enora's power, reveal Spellbook: 2d12 + 2d4 + 6 ⇒ (8, 8) + (1, 2) + 6 = 25

    Location closes. Villain escapes. Enora heals The Owl. Raheli and Radovan move to Cell. Kess and Radovan don't specify so they can come with Enora to Crypt.

    Enora ends her turn.

    Enora attempts to recover all cards in her Recovery pile.
    Fire Snake: Arcane 8: 1d12 + 2d4 + 4 ⇒ (8) + (4, 3) + 4 = 19 -> Fire Snake recharged.

    Enora resets her hand.

    Enora wrote:

    Hand: Blessing of Milani, Spellbook, Bestiary of Garund, Lady Luck, Imp, Cleric of Nethys, Blessing of the Spellbound 1,

    Displayed:
    Deck: 14 Discard: 1 Buried: 0
    "Current Location: Crypt
    Hero Points: 0"
    "NOTES:
    Available Support: Blessings are available for use.

    Blessing of Milani: Bless Dexterity or Wisdom non-combat checks twice.

    Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.

    Lady Luck: On any check, freely discard to reroll.
    Movement: Move me to the same location as Radovan 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): Chronicler, Ring of Fire, Twitch Tonic, Life Drain 1, Blessing of the Spellbound 2, Ice and Fire, Channel the Gift, Soothing Word, The Owl , Marionette, Binder's Tome, Locate Object, Blessing of the Savored Sting
    Recharged: Fire Snake,
    Discard Pile: Wolverine,
    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)([x] or you attempt to defeat a barrier), 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.

    Acquired Reading Room cards 4 and 5. Reading Room is closed.
    Villain escaped.

    Handed Raheli Cure. Used Raheli's Corrosion.
    Balazar recovers Eagle Aerie.

    Raheli and Radovan move to Cell. Kess and Radovan don't specify so they can come with Enora to Crypt.

    At the start of Raheli's turn display Imp to draw 2 cards: The Owl and Twitch Tonic. Imp is discarded at end of turn.


    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 monster from a location, a local character summons and encounters a monster; the summoned monster gains the Undead trait and is immune to Mental and Poison.

    Additional Rules: Story Banes:

    Villain: Planar Rift:
    Barrier Story Bane 1

    Traits:
    Magic
    Obstacle
    Veteran

    To Defeat:
    Combat 11+##
    OR
    Arcane/Divine 6+#

    Cannot be evaded.
    Before acting, a local character summons and encounters the danger.
    The difficulty to defeat is increased by the number of locations.


    Closing Henchmen: Cultists-Society of the Veil (Proxy A):
    Monster Story Bane 1

    Traits:
    Human
    Cultist
    Veteran

    To Defeat:
    Combat 10+##
    OR
    Diplomacy 8+#

    If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.


    Danger: Random Undead Story Bane:
    1) 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.


    2) Wight
    Spoiler:
    Monster Story Bane 1

    Traits:
    Undead
    Wight
    Veteran

    To Defeat:
    Knowledge 6+#
    OR
    Combat 10+##

    Immune to Mental and Poison.
    Before acting, suffer 1 Cold damage.
    If undefeated, suffer the scourge Drained.


    3) 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.


    4) Mummy
    Spoiler:
    Monster Story Bane 2

    Traits:
    Undead
    Mummy
    Veteran

    To Defeat:
    Combat 14+##

    Immune to Cold, Mental, and Poison. Vulnerable to Fire.
    If undefeated, bury your discards and suffer the scourge Wounded.


    5) Vampire
    Spoiler:
    Monster Story Bane 2

    Traits:
    Undead
    Vampire
    Veteran

    To Defeat:
    Combat 10+##
    THEN
    Combat 10+##
    OR
    Divine 7+#

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


    6) Wraith
    Spoiler:
    Monster Story Bane 2

    Traits:
    Undead
    Wraith
    Incorporeal
    Veteran

    To Defeat:
    Combat 13+##
    OR
    Divine 8+#

    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Damage suffered from this monster may not be reduced.
    If undefeated, suffer the scourge Drained.

    Party Tracker

    Scenario Level (#): 4

    Turn: 4, Raheli/NathanDavis

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

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

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

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

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

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

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

    Spoiler:
    Returning 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:
    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:
    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.

    Spells
    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.


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

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

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


    Spoiler:
    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.


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

    Spoiler:
    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.

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

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


    Spoiler:
    Persona Mask
    CotCT
    Item 3
    Traits:
    Accessory
    Magic
    To Acquire:
    Charisma
    Diplomacy 9
    On your Diplomacy check, reveal to add 1d4.
    Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character.

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

    Spoiler:
    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.

    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.

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

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

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

    Spoiler:
    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:
    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:
    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 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.

    Hour Power: On your checks while you avenge, bless.

    Current Hour:

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

    Hours Remaining: 26

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Balazar/Iceman:
    Spoiler:
    Hourglass Card 1 Balazar/Iceman
    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 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 2 Radovan/AbrahamZ
    Lady of Valor
    Core
    Blessing 3
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On another character's check to defeat, discard to add 2d8; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 3 Kess/wkover:
    Spoiler:
    Hourglass Card 3 Kess/wkover
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.
    Hourglass Card 4 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 4 Enora/Bigguyinblack
    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 5 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 5 Raheli/NathanDavis
    The Peacock
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, if no boons are played, it is blessed.
    To Acquire:
    Dexterity
    Diplomacy 4+#
    On any check, recharge to bless.
    No other boon may be played on this check.
    Discard to explore.
    Hourglass Card 6 Balazar/Iceman:
    Spoiler:
    Hourglass Card 6 Balazar/Iceman
    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 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 7 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.
    Hourglass Card 8 Kess/wkover:
    Spoiler:
    Hourglass Card 8 Kess/wkover
    The Lady of Mysteries
    Core
    Blessing 3
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless.
    On a check against an Undead bane, recharge to bless.
    Discard to draw 3 cards, then recharge 3 cards, then you may explore.
    Hourglass Card 9 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Enora/Bigguyinblack
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Hourglass Card 10 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 10 Raheli/NathanDavis
    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 11 Balazar/Iceman:
    Spoiler:
    Hourglass Card 11 Balazar/Iceman
    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.
    Hourglass Card 12 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 12 Radovan/AbrahamZ
    The Midwife
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a monster.
    To Acquire:
    Wisdom
    Divine 4+#
    When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
    Hourglass Card 13 Kess/wkover:
    Spoiler:
    Hourglass Card 13 Kess/wkover
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 14 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 14 Enora/Bigguyinblack
    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 15 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 15 Raheli/NathanDavis
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish
    A
    Boon 5+#
    OR Bury A Boon Whose Level Is Equal To # 0
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 16 Balazar/Iceman:
    Spoiler:
    Hourglass Card 16 Balazar/Iceman
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.
    Hourglass Card 17 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 17 Radovan/AbrahamZ
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 18 Kess/wkover:
    Spoiler:
    Hourglass Card 18 Kess/wkover
    The Liar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
    To Acquire:
    Charisma
    Knowledge 4+#
    On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
    Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
    Hourglass Card 19 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 19 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 20 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 20 Raheli/NathanDavis
    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 21 Balazar/Iceman:
    Spoiler:
    Hourglass Card 21 Balazar/Iceman
    The Father of Creation
    Core
    Blessing 3
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
    To Acquire:
    Strength
    Craft
    Divine 8
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
    Hourglass Card 22 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 22 Radovan/AbrahamZ
    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.
    Hourglass Card 23 Kess/wkover:
    Spoiler:
    Hourglass Card 23 Kess/wkover
    The Lost
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would recharge a Magic boon, discard it instead.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
    Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
    Hourglass Card 24 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 24 Enora/Bigguyinblack
    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.
    Hourglass Card 25 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 25 Raheli/NathanDavis
    The Worldbreaker
    Core
    Blessing 3
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: You may banish a random blessing from your discards to explore.
    To Acquire:
    Banish A Boon 0
    On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 26 Balazar/Iceman:
    Spoiler:
    Hourglass Card 26 Balazar/Iceman
    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.

    Location #1: Crypt
    Sacred
    Underground
    Urban
    At This Location: The difficulty of checks against Undead banes is increased by 3.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
    M: 4 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: Enora, Kess, Radovan

    Crypt Card 1:
    The Uprising
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: Your non-combat check against a bane is blessed.
    To Acquire:
    Strength
    Diplomacy 4+#
    On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
    Discard to explore.
    Crypt Card 2:
    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.
    Crypt Card 3:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.
    Crypt Card 4:
    Enchant Weapon
    Core
    Spell 0
    Traits:
    Arcane
    Magic
    Veteran
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 4
    When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
    Crypt Card 5:
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Crypt Card 6:
    Pixie Gang
    Core
    Monster 2
    Traits:
    Fey
    Swarm
    To Defeat:
    Combat 13
    OR Dexterity
    Acrobatics 10
    On the check to defeat, add the number of other local characters.
    If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.
    Crypt Card 7:
    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.
    Crypt Card 8:
    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.
    Crypt Card 9:
    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.
    Crypt Card 10:
    Instrument of Agony
    CotCT
    Spell 4
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 10
    Display next to a character. While displayed:
    * On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
    * At the end of the turn, banish.

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

    Crypt Card 11:
    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.

    Location #4: Blood Pool
    Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here:
    Blood Pool Card 1:
    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.
    Blood Pool Card 2:
    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.
    Blood Pool Card 3:
    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.
    Blood Pool Card 4:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Blood Pool Card 5:
    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.
    Blood Pool Card 6:
    Xenarth
    CotCT
    Monster 4
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 24
    Immune to Electricity and Poison.
    Before acting, each local character suffers 2 Acid Damage.
    If undefeated, suffer the scourge Poisoned.
    Blood Pool Card 7:
    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.
    Blood Pool Card 8:
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish
    A
    Boon 5+#
    OR Bury A Boon Whose Level Is Equal To # 0
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Blood Pool Card 9:
    Wood Golem
    Core
    Monster 3
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 18
    Immune to Attack, Cold, Mental, and Poison.
    Vulnerable to Fire.
    If the check to defeat has the Fire trait, ignore this monster's immunities.
    Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.
    Blood Pool Card 10:
    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.
    Blood Pool Card 11:
    Flensing Jelly
    Core
    Ally 2
    Traits:
    Alchemical
    Ooze
    To Acquire:
    Intelligence
    Craft 9
    OR Wisdom
    Survival 11
    On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
    Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
    DURING RECOVERY
    You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.

    Location #5: 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:
    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.
    Twisting Passages Card 2:
    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.
    Twisting Passages Card 3:
    Harpy
    Core
    Monster 2
    Traits:
    Harpy
    To Defeat:
    Combat 10
    Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
    Twisting Passages Card 4:
    Giant Anaconda
    CotCT
    Monster 3
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    Vulnerable to Cold.
    If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.
    Twisting Passages Card 5:
    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.
    Twisting Passages Card 6:
    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.
    Twisting Passages Card 7:
    Chimera
    Core
    Monster 3
    Traits:
    Aberration
    Chimera
    To Defeat:
    Combat 9
    THEN Combat 10
    THEN Combat 11

    Before acting, each local character suffers 1 Fire damage.
    If undefeated, 3 random local characters suffer 1d4 Combat damage.

    Twisting Passages Card 8:
    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.
    Twisting Passages Card 9:
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
    Twisting Passages Card 10:
    Planar Rift
    Core
    Story Bane 1
    Type: Barrier
    Traits:
    Magic
    Obstacle
    Veteran
    To Defeat:
    Combat 11+##
    OR Arcane
    Divine 6+#
    Cannot be evaded.
    Before acting, a local character summons and encounters the danger.
    The difficulty to defeat is increased by the number of locations.
    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.

    Location #6: Dungeons
    Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here:
    Dungeons Card 1:
    Emperor Scorpion
    CotCT
    Monster 4
    Traits:
    Trigger
    Vermin
    To Defeat:
    Combat 20
    When examined, suffer 1 Poison damage, then encounter this monster.
    Immune to Mental.
    If you are at an Underground location, the difficulty to defeat is increased by #.
    If undefeated, suffer the scourge Poisoned.
    Dungeons Card 2:
    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.
    Dungeons Card 3:
    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.
    Dungeons 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.
    Dungeons 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.
    Dungeons Card 6:
    Diseased Rats
    CotCT
    Monster 2
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 13
    OR Stealth
    Survival 9
    Vulnerable to Attack.
    If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
    Dungeons Card 7:
    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.
    Dungeons Card 8:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Dungeons Card 9:
    The Teamster
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: After your first exploration of your turn, you may discard a card to explore.
    To Acquire:
    Constitution
    Diplomacy 4+#
    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.
    Dungeons Card 10:
    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.
    Dungeons Card 11:
    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.

    Location #7: Cell
    Underground
    At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
    When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
    When Permanently Closed: You may draw a new ally.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 2
    Located/Displayed Here: Raheli, Balazar
    Cell Card 1:
    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.
    Cell 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.
    Cell Card 3:
    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.
    Cell Card 4:
    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.
    Cell Card 5:
    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.
    Cell Card 6:
    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.
    Cell Card 7:
    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.
    Cell Card 8:
    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.
    Cell Card 9:
    Ruan Mirukova
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 12
    On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
    Discard to explore; you may first heal a card.
    Cell Card 10:
    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.
    Cell Card 11:
    Unseen Sentinel
    Core
    Monster 2
    Traits:
    Outsider
    To Defeat:
    Combat 11
    Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
    Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
    This encounter cannot be avenged.


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

    Off-turn, Recover Corrosion
    Recovery Corrosion Arcane 9: 1d8 + 2 ⇒ (4) + 2 = 6

    Hour of The Savored Sting
    Recharge Compass to attempt to move
    Disable 6+4: 1d10 + 6 ⇒ (6) + 6 = 12
    to Blood Pool and examine: Blood Pool Card 1: Fate-reader Lenses

    Display Master Cartman

    Move to Crypt
    Free Explore and Encounter The Uprising
    Reveal Blessing of Wadjet
    Strength 4+4: 1d6 + 1d4 ⇒ (5) + (2) = 7 Banished

    Discard The Publican to Explore and Bless. Healing Corrosion as my Harrow. And Encounter Erastil's Eye[ooc]
    [ooc]Reveal Blessing of Wadjet

    Dexterity 4+4: 1d10 + 4 + 1d10 + 1d4 ⇒ (3) + 4 + (1) + (3) = 11 Acquired and giving to the Master Cartman

    Recharge Wayfinder to move to Cell and Examine:
    Cell Card 1: Noble
    Cell Card 2: Henchman Proxy A4 (Cultists-Society of the Veil)

    Gotta sleep so no flavor, just lots of Raheli looking behind every door

    Raheli wrote:

    Hand: Blessing of Wadjet, Cure, Gem of Physical Prowess, Sacred Candle, Boots of Friendly Terrain, Compass, Silver Raven Figurine, Blue Star,

    Displayed: Flesh Poppet, Master Cartman:, Erastil's Eye,
    Deck: 11 Discard: 1 Buried: 0
    "Notes: Blessing and Cure 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.
    Silver Raven: Available for carting stuff back and forth.
    Boots of Friendly Terrain: +1d8 to local check to close
    Sacred Candle: If the hour is tier 3 or higher, bury to acquire

    Blessings Available
    Location: Cell
    Move: Crypt, then Blood Pool
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d10 [X]+1 [X] +2 [X] +3 [X] +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 ☑ 6 ☑ 7
    Proficient with:
    Powers:
    For your combat check, you may recharge a card to use your Dexterity skill + 1d8 (☐ 2d8) 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 (☑ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharges (☐ plus the items' highest adventure deck number) to your check. (☐ Then you may shuffle your deck.)
    ☐ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
    ☐ You may discard a spell or item to reduce Combat damage (☐ or any damage) dealt to you to 0.
    ☐ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (☐ or put it on top of) its location deck.


    Crypt: Banished 1. Acquired 2
    Blood Pool: Examined 1
    Cell: Examined 1-2. 2 is the closing Henchman.


    Deck Handler

    T'is the hour of the Sands of the Hour
    When this is the hour: No effect.

    Free explore of Cell 1: Noble
    Charisma 9: 1d12 + 4 ⇒ (5) + 4 = 9 Success

    Discard Djinn to examine then explore Cell 2: Cultists - Society of the Veil
    BYA summon and encounter Vampire Spawn
    Reveal Blazing Servant for Padrig, banish Mammoth for power

    Combat 15: 2d12 + 4 + 1d4 + 3 ⇒ (10, 8) + 4 + (4) + 3 = 29 Success

    Draw new monster after defeating a summoned one: Inquisitor Devil (level 3)
    Continue fight against Cultists...
    Reveal Blazing Servant for Padrig, banish Inquisitor Devil for power

    Combat 18: 2d12 + 4 + 1d4 + 3 ⇒ (8, 11) + 4 + (3) + 3 = 29 Success

    Draw Cultists into hand. Attempt to close the Cell.
    Recharge Gem for Padrig's ability to use Arcane for Strength, banish Cultists for power.

    Strength 10: 1d12 + 6 + 1d4 ⇒ (7) + 6 + (1) = 14 Success

    Draw Cerulean Mastermind via Cell closing effect.
    Move to Crypt.
    Recharge Create Spiked Pit to draw a new monster - Wyvern (level 4)
    Recharge Shaman to heal all local characters 1 card.
    End turn.

    "You free one minor noble from his cell and suddenly you've got cultists and vampires swarming all over you!
    What happened, you ask? They pissed off Padrig so she tore them a new one, literally. Found another dude that was locked up there as well - look... I've got friends."

    Balazar wrote:

    Hand: Blazing Servant, Steel Ibis Lamellar, Noble, Cerulean Mastermind, The Lady of Mysteries, The All-Seeing Eye, The Queen Mother, Wyvern (Monster 4),

    Displayed: Padrig, Eagle Aerie,
    Deck: 16 Discard: 0 Buried: 0
    Hero Points: 2
    NOTES:
    Available Support: Blessings and Allies are available. Movement via Eagle Aerie is possible for any local character.
    Movement: Blood Pool or Dungeons, as needed
    Other: Monster can be banished to reduce local damage by 1+lvl or add d4 +lvl to a local combat

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cat (Core), Shaman, Good Omen (Core), Belt of Charging, The Midwife, Haste, Bound Shadow Demon, Disable Mechanism, Create Spiked Pit, The Paladin, Djinn, Augury, Soothing Word, Fire Shield, Gem of Mental Acuity, Headband of Mental Superiority
    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
    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.)


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

    The Publican healed


    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 monster from a location, a local character summons and encounters a monster; the summoned monster gains the Undead trait and is immune to Mental and Poison.

    Additional Rules: Story Banes:

    Villain: Planar Rift:
    Barrier Story Bane 1

    Traits:
    Magic
    Obstacle
    Veteran

    To Defeat:
    Combat 11+##
    OR
    Arcane/Divine 6+#

    Cannot be evaded.
    Before acting, a local character summons and encounters the danger.
    The difficulty to defeat is increased by the number of locations.


    Closing Henchmen: Cultists-Society of the Veil (Proxy A):
    Monster Story Bane 1

    Traits:
    Human
    Cultist
    Veteran

    To Defeat:
    Combat 10+##
    OR
    Diplomacy 8+#

    If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.


    Danger: Random Undead Story Bane:
    1) 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.


    2) Wight
    Spoiler:
    Monster Story Bane 1

    Traits:
    Undead
    Wight
    Veteran

    To Defeat:
    Knowledge 6+#
    OR
    Combat 10+##

    Immune to Mental and Poison.
    Before acting, suffer 1 Cold damage.
    If undefeated, suffer the scourge Drained.


    3) 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.


    4) Mummy
    Spoiler:
    Monster Story Bane 2

    Traits:
    Undead
    Mummy
    Veteran

    To Defeat:
    Combat 14+##

    Immune to Cold, Mental, and Poison. Vulnerable to Fire.
    If undefeated, bury your discards and suffer the scourge Wounded.


    5) Vampire
    Spoiler:
    Monster Story Bane 2

    Traits:
    Undead
    Vampire
    Veteran

    To Defeat:
    Combat 10+##
    THEN
    Combat 10+##
    OR
    Divine 7+#

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


    6) Wraith
    Spoiler:
    Monster Story Bane 2

    Traits:
    Undead
    Wraith
    Incorporeal
    Veteran

    To Defeat:
    Combat 13+##
    OR
    Divine 8+#

    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Damage suffered from this monster may not be reduced.
    If undefeated, suffer the scourge Drained.

    Party Tracker

    Scenario Level (#): 4

    Turn: 6, Radovan/AbrahamZ

    Random Cards:

    Monsters
    Spoiler:
    Mammoth
    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 18
    OR Survival 9
    Before acting, each local character suffers 1 Combat damage.

    Spoiler:
    Spectre
    Core
    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, suffer the scourge Drained.

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

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

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

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

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

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

    Spoiler:
    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.

    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:
    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:
    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:
    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:
    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.

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

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

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

    Spoiler:
    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.


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

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

    Spoiler:
    Impervious Chain Shirt
    Core
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    ConstitutionFortitude 11
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 4.
    * When you suffer any damage, you may bury to reduce it to 0.
    * You may discard to remove 1 of your scourges.

    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:
    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.

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

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

    Spoiler:
    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.

    Spoiler:
    Persona Mask
    CotCT
    Item 3
    Traits:
    Accessory
    Magic
    To Acquire:
    Charisma
    Diplomacy 9
    On your Diplomacy check, reveal to add 1d4.
    Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character.

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

    Spoiler:
    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:
    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:
    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:
    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.

    Spoiler:
    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.

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

    Hour Power: On your check, you may discard an armor or the top card of your deck to add 1d6.

    Current Hour:

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

    Hours Remaining: 24

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Kess/wkover:
    Spoiler:
    Hourglass Card 1 Kess/wkover
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.
    Hourglass Card 2 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 Enora/Bigguyinblack
    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 3 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 3 Raheli/NathanDavis
    The Peacock
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, if no boons are played, it is blessed.
    To Acquire:
    Dexterity
    Diplomacy 4+#
    On any check, recharge to bless.
    No other boon may be played on this check.
    Discard to explore.
    Hourglass Card 4 Balazar/Iceman:
    Spoiler:
    Hourglass Card 4 Balazar/Iceman
    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 5 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 5 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.
    Hourglass Card 6 Kess/wkover:
    Spoiler:
    Hourglass Card 6 Kess/wkover
    The Lady of Mysteries
    Core
    Blessing 3
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless.
    On a check against an Undead bane, recharge to bless.
    Discard to draw 3 cards, then recharge 3 cards, then you may explore.
    Hourglass Card 7 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 Enora/Bigguyinblack
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Hourglass Card 8 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 8 Raheli/NathanDavis
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 9 Balazar/Iceman:
    Spoiler:
    Hourglass Card 9 Balazar/Iceman
    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.
    Hourglass Card 10 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 10 Radovan/AbrahamZ
    The Midwife
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a monster.
    To Acquire:
    Wisdom
    Divine 4+#
    When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
    Hourglass Card 11 Kess/wkover:
    Spoiler:
    Hourglass Card 11 Kess/wkover
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 12 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 12 Enora/Bigguyinblack
    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 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 13 Raheli/NathanDavis
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish
    A
    Boon 5+#
    OR Bury A Boon Whose Level Is Equal To # 0
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 14 Balazar/Iceman:
    Spoiler:
    Hourglass Card 14 Balazar/Iceman
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.
    Hourglass Card 15 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 15 Radovan/AbrahamZ
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 16 Kess/wkover:
    Spoiler:
    Hourglass Card 16 Kess/wkover
    The Liar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
    To Acquire:
    Charisma
    Knowledge 4+#
    On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
    Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
    Hourglass Card 17 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 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 18 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 18 Raheli/NathanDavis
    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 19 Balazar/Iceman:
    Spoiler:
    Hourglass Card 19 Balazar/Iceman
    The Father of Creation
    Core
    Blessing 3
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
    To Acquire:
    Strength
    Craft
    Divine 8
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
    Hourglass Card 20 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 20 Radovan/AbrahamZ
    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.
    Hourglass Card 21 Kess/wkover:
    Spoiler:
    Hourglass Card 21 Kess/wkover
    The Lost
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would recharge a Magic boon, discard it instead.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
    Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
    Hourglass Card 22 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 22 Enora/Bigguyinblack
    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.
    Hourglass Card 23 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 23 Raheli/NathanDavis
    The Worldbreaker
    Core
    Blessing 3
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: You may banish a random blessing from your discards to explore.
    To Acquire:
    Banish A Boon 0
    On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 24 Balazar/Iceman:
    Spoiler:
    Hourglass Card 24 Balazar/Iceman
    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.

    Location #1: Crypt
    Sacred
    Underground
    Urban
    At This Location: The difficulty of checks against Undead banes is increased by 3.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
    M: 4 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Enora, Kess, Radovan, Balazar, Raheli

    Crypt Card 1:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.
    Crypt Card 2:
    Enchant Weapon
    Core
    Spell 0
    Traits:
    Arcane
    Magic
    Veteran
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 4
    When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
    Crypt 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.
    Crypt Card 4:
    Pixie Gang
    Core
    Monster 2
    Traits:
    Fey
    Swarm
    To Defeat:
    Combat 13
    OR Dexterity
    Acrobatics 10
    On the check to defeat, add the number of other local characters.
    If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.
    Crypt Card 5:
    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.
    Crypt Card 6:
    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.
    Crypt 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.
    Crypt Card 8:
    Instrument of Agony
    CotCT
    Spell 4
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 10
    Display next to a character. While displayed:
    * On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
    * At the end of the turn, banish.

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

    Crypt Card 9:
    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.

    Location #4: Blood Pool
    Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here:
    Blood Pool Card 1 (Fate-reader Lenses):
    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.
    Blood Pool Card 2:
    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.
    Blood Pool Card 3:
    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.
    Blood Pool Card 4:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Blood Pool Card 5:
    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.
    Blood Pool Card 6:
    Xenarth
    CotCT
    Monster 4
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 24
    Immune to Electricity and Poison.
    Before acting, each local character suffers 2 Acid Damage.
    If undefeated, suffer the scourge Poisoned.
    Blood Pool Card 7:
    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.
    Blood Pool Card 8:
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish
    A
    Boon 5+#
    OR Bury A Boon Whose Level Is Equal To # 0
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Blood Pool Card 9:
    Wood Golem
    Core
    Monster 3
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 18
    Immune to Attack, Cold, Mental, and Poison.
    Vulnerable to Fire.
    If the check to defeat has the Fire trait, ignore this monster's immunities.
    Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.
    Blood Pool Card 10:
    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.
    Blood Pool Card 11:
    Flensing Jelly
    Core
    Ally 2
    Traits:
    Alchemical
    Ooze
    To Acquire:
    Intelligence
    Craft 9
    OR Wisdom
    Survival 11
    On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
    Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
    DURING RECOVERY
    You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.

    Location #5: 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:
    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.
    Twisting Passages Card 2:
    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.
    Twisting Passages Card 3:
    Harpy
    Core
    Monster 2
    Traits:
    Harpy
    To Defeat:
    Combat 10
    Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
    Twisting Passages Card 4:
    Giant Anaconda
    CotCT
    Monster 3
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    Vulnerable to Cold.
    If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.
    Twisting Passages Card 5:
    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.
    Twisting Passages Card 6:
    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.
    Twisting Passages Card 7:
    Chimera
    Core
    Monster 3
    Traits:
    Aberration
    Chimera
    To Defeat:
    Combat 9
    THEN Combat 10
    THEN Combat 11

    Before acting, each local character suffers 1 Fire damage.
    If undefeated, 3 random local characters suffer 1d4 Combat damage.

    Twisting Passages Card 8:
    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.
    Twisting Passages Card 9:
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
    Twisting Passages Card 10:
    Planar Rift
    Core
    Story Bane 1
    Type: Barrier
    Traits:
    Magic
    Obstacle
    Veteran
    To Defeat:
    Combat 11+##
    OR Arcane
    Divine 6+#
    Cannot be evaded.
    Before acting, a local character summons and encounters the danger.
    The difficulty to defeat is increased by the number of locations.
    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.

    Location #6: Dungeons
    Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here:
    Dungeons Card 1:
    Emperor Scorpion
    CotCT
    Monster 4
    Traits:
    Trigger
    Vermin
    To Defeat:
    Combat 20
    When examined, suffer 1 Poison damage, then encounter this monster.
    Immune to Mental.
    If you are at an Underground location, the difficulty to defeat is increased by #.
    If undefeated, suffer the scourge Poisoned.
    Dungeons Card 2:
    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.
    Dungeons Card 3:
    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.
    Dungeons 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.
    Dungeons 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.
    Dungeons Card 6:
    Diseased Rats
    CotCT
    Monster 2
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 13
    OR Stealth
    Survival 9
    Vulnerable to Attack.
    If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
    Dungeons Card 7:
    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.
    Dungeons Card 8:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Dungeons Card 9:
    The Teamster
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: After your first exploration of your turn, you may discard a card to explore.
    To Acquire:
    Constitution
    Diplomacy 4+#
    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.
    Dungeons Card 10:
    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.
    Dungeons Card 11:
    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.


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    Off turn: on Balazar's turn, Shaman heals 1 card but Radovan has nothing in discards at present. With the Cell closed, looked through the remaining Cell cards to confirm that the Villain was not present there.

    It is the hour of the Lady of Valor
    Hour Power: On your check, you may discard an armor or the top card of your deck to add 1d6.

    Radovan has heard from his friend Raheli that there's a nifty pair of glasses over at the Blood Pool. Since he's been needing to get some specs for reading for some time, Radovan heads over there.

    Move to: Blood Pool

    Free exploration

    Blood Pool 1 is 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.

    Discard Rodrick
    Perception 8: 1d8 + 2 + 1d8 ⇒ (4) + 2 + (8) = 14 Acquired.

    Radovan indeed finds the spectacles just where Raheli had told him. Quang pleads for them but Radovan reminds her that she doesn't know how to read.

    Radovan puts the glasses on and looks around. Who keeps a pool of blood? Even Radovan is kind of grossed out.

    Discard Fate-Reader Lenses to examine and reorder Blood Pool 2, 3, 4, which are, in order: Shelyn's Song (Blessing 1), CotCt Gargoyle (Monster 4), and Cultists-Society of the Veil (Closing Henchman). Put them back in this order: Shelyn's Song, Cultists, Gargoyle.

    Discard The Eclipse to explore

    Blood Pool 2 is 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.

    Recharge Snick & (Hour Power) discard top card of deck: Humanbane Rapier
    Cha 4+4=8: 1d8 + 1d6 + 1d6 ⇒ (3) + (1) + (3) = 7
    Paizo t-shirt reroll: 1d6 ⇒ 2 Acquired

    Quang pleads greedily for the prayer beads of Shelyn that Radovan has found but he ignores her. She seems hungry.

    After playing The Eclipse (Radovan's Harrow), heal 1 card: Humanbane Rapier is shuffled into deck.

    Discard Shelyn's Song to explore

    Cultists-Society of the Veil:

    Monster Story Bane 1
    Traits:
    Human
    Cultist
    Veteran

    To Defeat:
    Combat 10+##
    OR
    Diplomacy 8+#

    If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.

    Scenario Power: summon & encounter random monster 4 is Mimic. Radovan evades it.

    Radovan once again comes face to face with another group of these crazed cultists. They try to send their pet undead mimic to lure Radovan away but he can't be fooled and calmly points his pistol at them.

    Reload Deadeye Pistol
    Radovan, Norge, & Fell Viridio: 1d4+3 (+Fire + Poison)
    Combat 10+4+4=18: 1d8 + 4 + 2d6 + 1 + 1d4 + 3 ⇒ (5) + 4 + (6, 6) + 1 + (2) + 3 = 27

    The Cultists lie sprawled at Radovan's feet, but still no sign of the children. Where are they? I must find them! I am the bodyguard!

    Bury Grogul and Sands of the Hour to close Blood Pool. Checked for the villain - it is not present.

    Blood Pool closing power: heal a card: Rodrick is shuffled into deck.

    Radovan moves to the Crypt.

    "Hello friends. I looked for the missing children, and that foul villain, over at the Blood Pool, but I feel confident they are not there. Let's keep looking." The devils inside Radovan rumble with discontent. They have not been fed and they are not happy.

    Raheli buries Sacred Candle to draw Lady of Valor (Blessing 3) from the top of the hourglass discard pile.

    End turn

    Reset Hand

    Turn Summary:
    * Blood Pool is closed.
    * Raheli buries Sacred Candle to draw Lady of Valor from the hourglass

    Radovan wrote:

    Hand: Humanbane Rapier, Alaeron, Snick, Rodrick, The Savored Sting, Old Deadeye,

    Displayed:
    Deck: 10 Discard: 3 Buried: 2
    Current Location: Crypt
    Hero Points: 1
    Paizo merch reroll: Used
    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.

    Savored Sting: On a local check, recharge to bless. To let any character avenge, recharge.

    Old Deadeye: On any check, discard to bless. On a Dexterity or Survival check, discard to bless twice.
    Movement: If location closes, move to: with the rest of the group, or if splitting up, to Dungeons

    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): Deadeye Pistol +1, Shark Skin Armor, Zae, Blessing of Abadar, Poisoned Bullets, Belt of Physical Might, Appleslayer, Red Mantis Mask, Blessing of the Elements, Blackjack's Rapier
    Recharged:
    Discard Pile: Fate-reader Lenses, The Eclipse, Shelyn's Song,
    Buried Pile: Grogul, Sands of the Hour,

    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.


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

    Hour: The Idiot. When this is the hour: When you fail a check, suffer the scourge Drained.

    Stay @ Crypt and explore, encounter Ghastly Runes barrier.

    Asking for Radovan's Savored Sting (which recharges).

    Div 8 w/ recharged Topaz (using Str die), blessing: 2d10 ⇒ (2, 3) = 5 - using Paizo reroll on first d10

    Div 8 w/ recharged Topaz (using Str die), blessing: 1d10 + 3 ⇒ (6) + 3 = 9 - success

    Discard Verdant Rager to explore, encounter Enchant Weapon (spell 0).

    Int 4 to acquire: 1d6 ⇒ 1 - fail, spell is banished

    Kess is now Drained (hour power).

    Discard Moccasin to explore, encounter Henchman A. Radovan encounters + evades random monster, per scenario power.

    Combat 18 (10+8) w/ recharged Wolf armor (for power), moccasin bonus, Drained: 1d10 + 1d12 + 6 + 1d4 + 1 + 1d6 - 4 ⇒ (7) + (9) + 6 + (1) + 1 + (3) - 4 = 23 - defeated, Rager healed

    Asking Balazar to recharge Mastermind + bury a card (probably Monster), which allows Enora to add 1d12+6 (her Knowledge) to the closing check.

    Wis 9 w/ Mastermind recharge, drained: 1d4 + 1d12 + 6 - 2 ⇒ (1) + (1) + 6 - 2 = 6

    Using Enora's Lady Luck for reroll.

    Wis 9 w/ Mastermind recharge, Drained: 1d4 + 1d12 + 6 - 2 ⇒ (4) + (8) + 6 - 2 = 16 - ok, that's better

    Villain not in Crypt, so Crypt is closed. Everyone moves to... ?

    Kess wrote:

    Hand: Thylacine, Wolfhide Armor, Wolf, Crocodile Skin Madu, Topaz of Strength, Dryad Sandals,

    Displayed:
    Deck: 13 Discard: 1 Buried: 0
    "Hero Points: 0 // Kess has the following scourges marked:
    Drained:
    While Marked:
    On your checks, subtract 1 for each die rolled.

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

    "

    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 ([X] 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

    Summary: Crypt is closed. Balazar recharged Mastermind, buried a card. Enora's Lady Luck used. Radovan's Savored Sting used (recharged). Everyone moves to a new location.


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    Off turn: recharge Savored Sting. Encounter & evade random monster 1: Mammoth.


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

    Correction from Crypt closure: Took top card from hourglass into hand (Lamashtu's Madness). This was buried to remove the Drained scourge. This means the hourglass is off by one card.


    Deck Handler

    Buried The Queen Mother for Mastermind.

    Moving to Twisting Passages, ready to guard.

    Balazar wrote:

    Hand: Blazing Servant, Steel Ibis Lamellar, Noble, The Lady of Mysteries, The All-Seeing Eye, Wyvern (Monster 4),

    Displayed: Padrig, Eagle Aerie,
    Deck: 17 Discard: 0 Buried: 1
    Hero Points: 2
    NOTES:
    Available Support: Blessings and Allies are available. Movement via Eagle Aerie is possible for any local character.
    Movement: Blood Pool or Dungeons, as needed
    Other: Monster can be banished to reduce local damage by 1+lvl or add d4 +lvl to a local combat

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Midwife, Shaman, Disable Mechanism, Cat (Core), Gem of Mental Acuity, Create Spiked Pit, The Paladin, Headband of Mental Superiority, Good Omen (Core), Belt of Charging, Bound Shadow Demon, Augury, Djinn, Haste, Soothing Word, Fire Shield
    Recharged: Cerulean Mastermind,
    Discard Pile:
    Buried Pile: The Queen Mother,

    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.)


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    Radovan moves to Dungeons.


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

    Kess moves to Twisting Passages.


    Raheli must move after Blood Pool closes on Kess's turn.

    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 monster from a location, a local character summons and encounters a monster; the summoned monster gains the Undead trait and is immune to Mental and Poison.

    Additional Rules: Story Banes:

    Villain: Planar Rift:
    Barrier Story Bane 1

    Traits:
    Magic
    Obstacle
    Veteran

    To Defeat:
    Combat 11+##
    OR
    Arcane/Divine 6+#

    Cannot be evaded.
    Before acting, a local character summons and encounters the danger.
    The difficulty to defeat is increased by the number of locations.


    Closing Henchmen: Cultists-Society of the Veil (Proxy A):
    Monster Story Bane 1

    Traits:
    Human
    Cultist
    Veteran

    To Defeat:
    Combat 10+##
    OR
    Diplomacy 8+#

    If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.


    Danger: Random Undead Story Bane:
    1) 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.


    2) Wight
    Spoiler:
    Monster Story Bane 1

    Traits:
    Undead
    Wight
    Veteran

    To Defeat:
    Knowledge 6+#
    OR
    Combat 10+##

    Immune to Mental and Poison.
    Before acting, suffer 1 Cold damage.
    If undefeated, suffer the scourge Drained.


    3) 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.


    4) Mummy
    Spoiler:
    Monster Story Bane 2

    Traits:
    Undead
    Mummy
    Veteran

    To Defeat:
    Combat 14+##

    Immune to Cold, Mental, and Poison. Vulnerable to Fire.
    If undefeated, bury your discards and suffer the scourge Wounded.


    5) Vampire
    Spoiler:
    Monster Story Bane 2

    Traits:
    Undead
    Vampire
    Veteran

    To Defeat:
    Combat 10+##
    THEN
    Combat 10+##
    OR
    Divine 7+#

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


    6) Wraith
    Spoiler:
    Monster Story Bane 2

    Traits:
    Undead
    Wraith
    Incorporeal
    Veteran

    To Defeat:
    Combat 13+##
    OR
    Divine 8+#

    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Damage suffered from this monster may not be reduced.
    If undefeated, suffer the scourge Drained.

    Party Tracker

    Scenario Level (#): 4

    Turn: 8, Enora/Bigguyinblack

    Random Cards:

    Monsters
    Spoiler:
    Bogeyman
    CotCT
    Monster 3
    Traits:
    Fey
    To Defeat:
    Combat 14
    If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
    Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.

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

    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:
    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.

    Barriers
    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:
    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:
    Symbol of Insanity
    Core
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 12
    If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.

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

    Weapons
    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.

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

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

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

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

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


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

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

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

    Spoiler:
    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.

    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:
    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:
    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:
    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:
    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.

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

    Spoiler:
    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:
    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:
    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:
    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.

    Blessings
    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.

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

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

    Spoiler:
    The 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.

    Spoiler:
    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.

    Hour Power: On your check, if no boons are played, it is blessed.

    Current Hour:

    The Peacock:
    The Peacock
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, if no boons are played, it is blessed.
    To Acquire:
    Dexterity
    Diplomacy 4+#
    On any check, recharge to bless.
    No other boon may be played on this check.
    Discard to explore.

    Hours Remaining: 21

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 1 Raheli/NathanDavis
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Hourglass Card 2 Balazar/Iceman:
    Spoiler:
    Hourglass Card 2 Balazar/Iceman
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 3 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 3 Radovan/AbrahamZ
    The Lady of Mysteries
    Core
    Blessing 3
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless.
    On a check against an Undead bane, recharge to bless.
    Discard to draw 3 cards, then recharge 3 cards, then you may explore.
    Hourglass Card 4 Kess/wkover:
    Spoiler:
    Hourglass Card 4 Kess/wkover
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Hourglass Card 5 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Enora/Bigguyinblack
    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 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 6 Raheli/NathanDavis
    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.
    Hourglass Card 7 Balazar/Iceman:
    Spoiler:
    Hourglass Card 7 Balazar/Iceman
    The Midwife
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a monster.
    To Acquire:
    Wisdom
    Divine 4+#
    When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
    Hourglass Card 8 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 8 Radovan/AbrahamZ
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 9 Kess/wkover:
    Spoiler:
    Hourglass Card 9 Kess/wkover
    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 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 10 Enora/Bigguyinblack
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish
    A
    Boon 5+#
    OR Bury A Boon Whose Level Is Equal To # 0
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 11 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 11 Raheli/NathanDavis
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.
    Hourglass Card 12 Balazar/Iceman:
    Spoiler:
    Hourglass Card 12 Balazar/Iceman
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 13 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 13 Radovan/AbrahamZ
    The Liar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
    To Acquire:
    Charisma
    Knowledge 4+#
    On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
    Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
    Hourglass Card 14 Kess/wkover:
    Spoiler:
    Hourglass Card 14 Kess/wkover
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 15 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 Enora/Bigguyinblack
    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 16 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 16 Raheli/NathanDavis
    The Father of Creation
    Core
    Blessing 3
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
    To Acquire:
    Strength
    Craft
    Divine 8
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
    Hourglass Card 17 Balazar/Iceman:
    Spoiler:
    Hourglass Card 17 Balazar/Iceman
    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.
    Hourglass Card 18 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 18 Radovan/AbrahamZ
    The Lost
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would recharge a Magic boon, discard it instead.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
    Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
    Hourglass Card 19 Kess/wkover:
    Spoiler:
    Hourglass Card 19 Kess/wkover
    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.
    Hourglass Card 20 Enora/Bigguyinblack:
    Spoiler:
    Hourglass Card 20 Enora/Bigguyinblack
    The Worldbreaker
    Core
    Blessing 3
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: You may banish a random blessing from your discards to explore.
    To Acquire:
    Banish A Boon 0
    On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 21 Raheli/NathanDavis:
    Spoiler:
    Hourglass Card 21 Raheli/NathanDavis
    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.

    Location #5: 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: Balazar, Kess

    Twisting Passages Card 1:
    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.
    Twisting Passages Card 2:
    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.
    Twisting Passages Card 3:
    Harpy
    Core
    Monster 2
    Traits:
    Harpy
    To Defeat:
    Combat 10
    Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
    Twisting Passages Card 4:
    Giant Anaconda
    CotCT
    Monster 3
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    Vulnerable to Cold.
    If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.
    Twisting Passages Card 5:
    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.
    Twisting Passages Card 6:
    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.
    Twisting Passages Card 7:
    Chimera
    Core
    Monster 3
    Traits:
    Aberration
    Chimera
    To Defeat:
    Combat 9
    THEN Combat 10
    THEN Combat 11

    Before acting, each local character suffers 1 Fire damage.
    If undefeated, 3 random local characters suffer 1d4 Combat damage.

    Twisting Passages Card 8:
    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.
    Twisting Passages Card 9:
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
    Twisting Passages Card 10:
    Planar Rift
    Core
    Story Bane 1
    Type: Barrier
    Traits:
    Magic
    Obstacle
    Veteran
    To Defeat:
    Combat 11+##
    OR Arcane
    Divine 6+#
    Cannot be evaded.
    Before acting, a local character summons and encounters the danger.
    The difficulty to defeat is increased by the number of locations.
    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.

    Location #6: Dungeons
    Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here: Enora, Radovan
    Dungeons Card 1:
    Emperor Scorpion
    CotCT
    Monster 4
    Traits:
    Trigger
    Vermin
    To Defeat:
    Combat 20
    When examined, suffer 1 Poison damage, then encounter this monster.
    Immune to Mental.
    If you are at an Underground location, the difficulty to defeat is increased by #.
    If undefeated, suffer the scourge Poisoned.
    Dungeons Card 2:
    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.
    Dungeons Card 3:
    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.
    Dungeons 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.
    Dungeons 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.
    Dungeons Card 6:
    Diseased Rats
    CotCT
    Monster 2
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 13
    OR Stealth
    Survival 9
    Vulnerable to Attack.
    If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
    Dungeons Card 7:
    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.
    Dungeons Card 8:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Dungeons Card 9:
    The Teamster
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: After your first exploration of your turn, you may discard a card to explore.
    To Acquire:
    Constitution
    Diplomacy 4+#
    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.
    Dungeons Card 10:
    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.
    Dungeons Card 11:
    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.

    Dark Archive

    deck handler

    The Peacock: When this is the hour: On your check, if no boons are played, it is blessed.

    Dungeons Card 1: Emperor Scorpion:

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

    Radovan evades random monster #1 Bogeyman.

    combat 20 +4 +2 Freely discard the Owl to use my Wisdom die and heal a card, discard Bestiary of Garund: 1d6 + 1d4 ⇒ (6) + (3) = 9 Recharge Cleric of Nethys to add 2.

    Despite her best efforts, hitting the scorpion with a book didn't help.

    Hand wipe. Poisoned. Radovan may avenge. Enora will have no cards in hand during it. End turn.

    Enora wrote:

    Hand: Soothing Word, Ice and Fire, Locate Object, Imp, Lady Luck, Binder's Tome, Chronicler,

    Displayed:
    Deck: 8 Discard: 7 Buried: 0
    "Current Location: Dungeons
    Hero Points: 0 // Enora has the following scourges marked:
    Poisoned:
    While Marked:
    After you reset, recharge a random card.

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

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

    Lady Luck: On any check, freely discard to reroll.
    Movement: Move me to the same location as Radovan 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): Marionette, Channel the Gift, Blessing of the Spellbound 2, Ring of Fire, Life Drain 1, Fire Snake, Blessing of the Savored Sting
    Recharged: Cleric of Nethys,
    Discard Pile: Wolverine, The Owl , Bestiary of Garund, Spellbook, Blessing of Milani, Blessing of the Spellbound 1, Twitch Tonic,
    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)([x] or you attempt to defeat a barrier), 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.

    Recharge random card due to poisoned: Lady Luck.

    Encountered Dungeons card 1: Emperor Scorpion and lost. Radovan may avenge.


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    On Enora's turn...

    When Enora takes damage from the Emperor Scorpion he draws random monster 2 - Geist (tier 2) - and displays it on Fell Viridio.

    Although Enora is badly wounded by the horrific scorpion, Fell Viridio squeals with delight, while Quang and Norge look on, seething with jealousy.

    Radovan pauses to scold his devils for their thoughtlessness before crying out to Enora, "don't worry, m'lady, I shall avenge you! This is my fault for not properly guarding you!"

    Bury Snick to avenge

    Scenario Power: summon random monster 3 - Orc Rager - evade.

    Emperor Scorpion:

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

    Reveal Humanbane Rapier to use Acrobatics
    Radovan, Norge, & Fell Viridio: 1d4+3 (+Fire + Poison)
    Fell Viridio: banish Geist to +2d6+2
    Discard Old Deadeye to double bless
    Combat 20+4+2=26: 3d8 + 6 + 1d6 + 1 + 1d4 + 3 + 2d6 + 2 ⇒ (5, 4, 2) + 6 + (3) + 1 + (3) + 3 + (3, 6) + 2 = 38 banished

    Radovan looks to Enora with concern, while inside, his devils hunger for more.

    Radovan wrote:

    Hand: Humanbane Rapier, Alaeron, Rodrick,

    Displayed:
    Deck: 11 Discard: 4 Buried: 3
    Current Location: Dungeons
    Hero Points: 1
    Paizo merch reroll: Used
    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.
    Movement: If location closes, move to: with the rest of the group, or if splitting up, to Dungeons

    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): Belt of Physical Might, Blessing of Abadar, Shark Skin Armor, Poisoned Bullets, Blessing of the Elements, Zae, Deadeye Pistol +1, Blackjack's Rapier, Red Mantis Mask, Appleslayer
    Recharged: The Savored Sting,
    Discard Pile: Fate-reader Lenses, The Eclipse, Shelyn's Song, Old Deadeye,
    Buried Pile: Grogul, Sands of the Hour, Snick,

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

    Off-turn, buried Sacred Candle to draw Lady of Valor. Landed at Dungeons

    Before the end of Enora's turn, banish Cure to Recovery to heal Enora

    Healing Enora: 1d4 + 1 ⇒ (3) + 1 = 4

    Recovery during the hour of the Peacock Cure Divine 8: 1d6 + 2 + 1d6 ⇒ (3) + 2 + (6) = 11 Recharged

    Hour of the Joke

    Recharge Master Cartman to draw Erastil's Eye

    Free Explore and encounter Cayden Cailean's Revelry
    Reveal Blessing of Wadjet
    Divine 4+4: 1d6 + 2 + 1d4 ⇒ (5) + 2 + (1) = 8 Acquired!

    Discard Lady of Valor to explore and encounter Flanking Attack
    Random other character encounters Danger, 1B 2R 3K 4E: 1d4 ⇒ 2
    Radovan encounters a danger which he surely evades?
    Raheli summons and encounters a random danger: 1d6 ⇒ 3 Zombie Minions
    Pausing to discuss splitting up combat checks


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    Radovan does indeed evade the random danger that he encounters as part of the Flanking Attack's BA

    Dark Archive

    deck handler

    Since Raheli healed Enora for 4 before hand reset her hand would be different.

    Enora wrote:

    Hand: Marionette, Ice and Fire, Lady Luck, Ring of Fire, Blessing of the Spellbound 1, Binder's Tome, Spellbook,

    Displayed:
    Deck: 12 Discard: 3 Buried: 0
    "Current Location: Dungeons
    Hero Points: 0 // Enora has the following scourges marked:
    Poisoned:
    While Marked:
    After you reset, recharge a random card.

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

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

    Binder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.

    Lady Luck: On any check, freely discard to reroll.

    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 same location as Radovan 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): Blessing of the Savored Sting, Soothing Word, Locate Object, Bestiary of Garund, Life Drain 1, Fire Snake, Twitch Tonic, Imp, Chronicler, Cleric of Nethys, Blessing of the Spellbound 2, Channel the Gift
    Recharged:
    Discard Pile: Wolverine, The Owl , Blessing of Milani,
    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)([x] or you attempt to defeat a barrier), 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.

    Recharge a card due to Poisoned: Ring of Fire.

    Dark Archive

    deck handler

    combat Combat 11 +4 +4 +2 for second Zombie Minions check casting Marionette, recharge Blessing of the Spellbound 1, revealing a book for Enora's power, revealing Binder's Tome: 2d12 + 3d6 + 2d4 + 4 ⇒ (11, 3) + (4, 1, 5) + (2, 4) + 4 = 34

    Arcane 11 to recharge Marionette revealing a book for Enora's power, revealing Spellbook: 1d12 + 2d4 + 4 ⇒ (6) + (1, 1) + 4 = 12

    1 to 50 of 213 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / [ACG] [Outpost III] A Night at Bloodthorne Manor - EmpTyger All Messageboards

    Want to post a reply? Sign in.