[PACS] GM Kulkos Year of Reborn Strife - (Gameday IX)

Game Master Kulko

Story Book Pictures

Turn Order:

1. Valeros
2. Thargrap
3. Kyra

Reward Powers:

For the rest of the Adventure Path, after you rebuild your deck, you may banish a card from it to choose a card from the vault whose Level is #-2 (Minimum 0) Adventure Card Guild players choose the card from there deck box instead.

Each Character, at the start of each scenario, may examine the top 5 cards of their deck and recharge any number of those cards.

Loot:

Ring of Protection
Spoiler:

Item
Traits: Accessory Magic
To Acquire: Constitution Fortitude 5
Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.

Leech

Spoiler:

Ally
Traits: Healing Vermin
To Acquire: Wisdom Knowledge Survival 6
Recharge to heal a local character 1d4-1 cards. Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

Deathbane Light Crossbow

Spoiler:

Weapon
Traits: Bow Magic Piercing Ranged
To Acquire: Dexterity Ranged 8
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8. On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.

Shield of Resistance

Spoiler:

Armor
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.

Enervation

Spoiler:

Spell
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.

The Lost

Spoiler:

Blessing
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.

Our Lord In Iron:

Spoiler:

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

The Prince of Pain

Spoiler:

Blessing
Traits: Deity: Zon-kuthon Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck. To Acquire: Constitution Divine Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing. Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.

Duskwarden Ranger

Spoiler:

Loot Ally 3
Traits: Ranger  Human 
To Acquire: Charisma Diplomacy 10 or Perception Ranged 8
Reload to examine the top card of your location, then you may shuffle your location.
Discard to explore. This exploration, reduce all damage you suffer by 1d4, and you may evade banes.


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Deckhandler - Kyra (Core)

Offturn: Move to tenement
Recovery Divine Insight 8: 1d10 + 4 ⇒ (5) + 4 = 9 Recharegd

Turn 9: Kyra
The Hour is The Midwife
When this is the hour: At the start of your turn, summon and encounter a monster.

Start of Turn
Summon and Encounter a Hospice

Gargoyle:

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

Not really worth the trouble
Reveal Battleaxe

Combat 15: 1d8 + 3 + 1d8 ⇒ (1) + 3 + (6) = 10 Failure Bury and display Magic chain mail

Free explore

The Rakshasa (Known):

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

CtA Intelligence 4+2=6: 1d6 ⇒ 2 Banished

End of Turn

Kyra recharges Gozreh's Growth and is healed for 1: (Prayer). Deck shuffled.

reset Hand

Kyra wrote:

Hand: Battleaxe (Given), Desna's Freedom, Divine Insight, Harrow Deck, Cure,

Displayed:
Deck: 9 Discard: 2 Buried: 1
Hero Points: 2
Box Reroll Used: No
NOTES:
Available Support: Kyra gives a free 1d6 vs. Undead

Movement: Move with Valeros if location closes
Other: Hi I'm Kyra! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Prayer, Glorious Warhammer, Flaming Mace, Augury, Holy Light, Our Lord in Iron (Loot), The Paladin, Acolyte
Recharged: Gozreh's Growth,
Discard Pile: Blessing of the Gods, Holy Symbol,
Buried Pile: Magic Chain Mail,

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☐ +2 ☐ +3
Melee : STR+2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude:CON+2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: WIS+3
Perception: WIS+2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: CHA+1

Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Armor, Divine, [] Weapon
POWERS:
On a local check against an Outsider or Undead bane, add 1d4 ([X] 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
[X] Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.


Shiv Battle Map | Campaign Page

During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing.
Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings
of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).

During This Scenario: 7-2B: A Day at the Races
Harrow Suit: Books

Setup:

When building locations, shuffle an additional ally into each.

At the start of your turn, you may examine the top card of each location, then you may banish an examined boon.

When the result of your check to defeat exceeds its difficulty ba 5 or more, or when you fail your check to acquire by 5 or more discard a card; if you have the stealth skill. you may instead reload or recharge a card.

Additional Rules: Villain:
None

Henchmen A (Closing):

Make your Case :

Story Bane
Type: Barrier
Traits: Task
To Defeat: Charisma Diplomacy 10
Before acting, roll 1d4, then attempt a check of the corresponding type.
1. Disable 4
2. Fortitude 4
3. Knowledge 4
4. Perception 4
If you fail, discard a card. If you succeed on the Check to defeat, after the roll you may roll 1d6 and either add or substract it.

Danger:
Make your Case

Scenario Level (#): 2

Turn: 10, Valeros/MatsuKurisu

Random Cards:

Monsters
Spoiler:
Necrophidian
CotCT
Monster 1
Traits:
Construct
To Defeat:
Combat 12
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
If undefeated, suffer the scourge Dazed.

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

Spoiler:
Skeletal Owlbeast
CotCT
Monster 1
Traits:
Skeleton
Undead
To Defeat:
Combat 14
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.

Spoiler:
Rat Swarm
Core
Monster 0
Traits:
Animal
Swarm
To Defeat:
Combat 9
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.

Spoiler:
Attic Whisperer
Core
Monster 1
Traits:
Mental
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.

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

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

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

Weapons
Spoiler:
Longsword
Core
Weapon 0
Traits:
Melee
Sword
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.

Spoiler:
Light Crossbow
Core
Weapon 0
Traits:
Bow
Ranged
To Acquire:
Dexterity
Ranged 4
For your combat check, reveal to use Dexterity or Ranged + 1d8.
On a distant combat check, freely discard to add 1d8.

Spoiler:
Starknife
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

Spoiler:
Shortsword
Core
Weapon 0
Traits:
Finesse
Melee
Piercing
Sword
To Acquire:
Strength
Stealth
Melee 4
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.

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

Spells
Spoiler:
Sanctuary
CotCT
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
When a local character encounters a monster, banish to let them evade it; reload the monster into its location.

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


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

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


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

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

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


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

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

Spoiler:
Slick Leather
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.

Spoiler:
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:
Armored Coat
CotCT
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 of those cards.
* When you suffer any damage, you may bury to reduce it to 0.

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

Spoiler:
Caltrops
Core
Item 0
Traits:
Object
To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.

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

Spoiler:
Bastion Boots
CotCT
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Acrobatics 5
Recharge to move. You may not use this power during an encounter.
When you encounter an Obstacle or Trap barrier, recharge to evade it.

Spoiler:
Compass
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Survival 4
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.

Allies
Spoiler:
Harrowed Society Student
CotCT
Ally 0
Traits:
Arcanist
Human
Harrow
To Acquire:
Charisma
Diplomacy 6
On a local Perception check or a local check to acquire a Book or Mental boon, recharge to add 1d6.
Discard to explore.

Spoiler:
Leech
CotCT
Ally 1
Traits:
Healing
Vermin
To Acquire:
Wisdom
Knowledge
Survival 6
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

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

Spoiler:
Porcupine
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Fortitude
Survival 5
On a local check against an Animal monster, recharge to add 1d8.
Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.

Spoiler:
Korvosan Dandy
CotCT
Ally 1
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.

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

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

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

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

Spoiler:
The 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.

Hour Power: When you fail a check, suffer the scourge Drained.

Current Hour:

The Idiot:
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.

Hours Remaining: 20

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 1 Thargrap/MauveAvenger
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Hourglass Card 2 Kyra/Kulko:
Spoiler:
Hourglass Card 2 Kyra/Kulko
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 3 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 3 Valeros/MatsuKurisu
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Hourglass Card 4 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 4 Thargrap/MauveAvenger
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Hourglass Card 5 Kyra/Kulko:
Spoiler:
Hourglass Card 5 Kyra/Kulko
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 6 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 6 Valeros/MatsuKurisu
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
Veteran
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Hourglass Card 7 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 7 Thargrap/MauveAvenger
The Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Hourglass Card 8 Kyra/Kulko:
Spoiler:
Hourglass Card 8 Kyra/Kulko
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Hourglass Card 9 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 9 Valeros/MatsuKurisu
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 10 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 10 Thargrap/MauveAvenger
The Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Hourglass Card 11 Kyra/Kulko:
Spoiler:
Hourglass Card 11 Kyra/Kulko
The Uprising
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: Your non-combat check against a bane is blessed.
To Acquire:
Strength
Diplomacy 4+#
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Hourglass Card 12 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 12 Valeros/MatsuKurisu
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Hourglass Card 13 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 13 Thargrap/MauveAvenger
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
Veteran
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Hourglass Card 14 Kyra/Kulko:
Spoiler:
Hourglass Card 14 Kyra/Kulko
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 15 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 15 Valeros/MatsuKurisu
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
Hourglass Card 16 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 16 Thargrap/MauveAvenger
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Hourglass Card 17 Kyra/Kulko:
Spoiler:
Hourglass Card 17 Kyra/Kulko
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 18 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 18 Valeros/MatsuKurisu
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 19 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 19 Thargrap/MauveAvenger
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 20 Kyra/Kulko:
Spoiler:
Hourglass Card 20 Kyra/Kulko
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.

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

Hospice Card 1:
Phantasmal Apparition
CotCT
Barrier 1
Traits:
Curse
Task
Trigger
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception 4+#
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
Hospice Card 2:
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.
Hospice Card 3:
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.
Hospice Card 4:
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.
Hospice Card 5:
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.
Hospice Card 6:
Fire Bolt
Core
Spell 1
Traits:
Arcane
Magic
Attack
Fire
To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Hospice Card 7:
Bound Imp
CotCT
Ally 1
Traits:
Devil
Outsider
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.

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

Hospice Card 8:
Revitalize
Core
Spell 0
Traits:
Divine
Magic
Healing
To Acquire:
WisdomDivine 6
Banish to heal each local character a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Hospice Card 9:
Frostbite
Core
Spell 0
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 8
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
If the check is against a bane, when you suffer damage from it, reduce it by 1.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.

Location #5: Tenement
Urban
At This Location: On your check to acquire an ally, you may bury a boon to add 1d8.
When Closing: Bury a boon.
When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Valeros/MatsuKurisu, Thargrap/MauveAvenger, None
Tenement Card 1 (Faceless Stalker):
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.
Tenement 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.
Tenement Card 3:
Craftsman
CotCT
Ally 1
Traits:
Dwarf
Hireling
To Acquire:
Charisma
Diplomacy 6
OR Craft 4
On a local check against a weapon or an armor, recharge to add 1d8.
Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.
Tenement Card 4:
Keen Rapier
Core
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 9
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
Tenement Card 5:
Thunderstorm
Core
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None 0
Display this barrier at your location.
While displayed:
* When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Tenement Card 6:
Foes On All Sides
CotCT
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
None 0
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Tenement Card 7:
Blast Stone
Core
Item 0
Traits:
Alchemical
Object
To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Tenement Card 8:
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.


Turn Order: Valeros, Thargrap/MauveAvengr, Kyra/Kulko,

Out of turn updates
Discard Banner of the Ancient Kings when Kyra fails check vs Gargoyle

Hour = 10 Valeros/MatsuKurisu: The Idiot
Hour Power When you fail a check, suffer the scourge Drained. Ouch, this changes my turn

Start of Turn
At: #5: Tenement
Sot.Examines:
Hospice Card 1: Phantasmal Apparition, Barrier 1 Trigger When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
Encounter 1: Phantasmal Apparition, Barrier 1: Perception 6(4+2)

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

Perception 1d4, Discard ac The Cyclone (+2 on any 1 or 2) +1d4
Perception 6: 1d4 + 1d4 ⇒ (1) + (4) = 5 Cyclone +2 = 7. Banished
defeated, you may examine the top 2 cards of your location
Tenement Card 1: Faceless Stalker, Monster 2
Tenement Card 2: Henchman Proxy A3 - Make your Case - No Trigger

Give: No
Move: #2: Hospice [occ]Don't want drained from failing BYA check vs Stalker[/ooc]
At This Location: If you do not explore on your turn, you may either heal 1d4+1 cards or remove 1 of your scourges.

Free explore = 2: Henchman Proxy A5: Make your Case, Diplomacy 10

Spoiler:
Story Bane
Type: Barrier
Traits: Task
To Defeat: Charisma Diplomacy 10
Before acting, roll 1d4, then attempt a check of the corresponding type.
1. Disable 4
2. Fortitude 4
3. Knowledge 4
4. Perception 4
If you fail, discard a card. If you succeed on the Check to defeat, after the roll you may roll 1d6 and either add or substract it.

BYA Check type: 1d4 ⇒ 4 4. Perception 4
Perception 1d4, Recharge ac Sergeant-at-arms +1d6
Perception 4: 1d4 + 1d6 ⇒ (3) + (2) = 5 - Success

Diplomacy 1d6+2, Valeros.recharge(Helm) +1d4, Kyra recharges Desna's Freedom +1d6
Diplomacy 10: 1d6 + 2 + 1d4 + 1d6 ⇒ (1) + 2 + (1) + (2) = 6 Use Hero Point. 1 Available
Diplomacy 10: 1d6 + 2 + 1d4 + 1d6 ⇒ (5) + 2 + (2) + (5) = 14 - Banished

Location #2: Hospice.When Closing: Summon and defeat the story bane Queen's Physician.
Queen's Physician, Monster: Combat 11

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

Reveal Giantbane Greataxe 1d10+2+2+1d12+1, Valeros.reload(Earthbreaker) +1d4
Combat 11: 1d10 + 2 + 2 + 1d12 + 1 + 1d4 ⇒ (7) + 2 + 2 + (3) + 1 + (1) = 16 - banished. #2: Hospice CLOSED

Valeros & Kyra move to #5: Tenement

End of Turn
Recharge weapon or an armor from your hand ( ) or discards ( ).

Recovery

Reset
Discard
Draw up Earthbreaker, Half-Plate, Staff of Minor Healing, Scythe

Summary
Location = #5: Tenement
Acquired =
Banished =
Examined = 1: Faceless Stalker, 2: Henchman Proxy A3

Location = #2: Hospice CLOSED
Acquired =
Banished = 1: Phantasmal Apparition, 2: Henchman Proxy A5
Examined =

Added =

From Box =

Displayed =

Give =

Used = Kyra recharges Desna's Freedom
Use Hero Point. 1 Available

Other = Valeros & Kyra move to #5: Tenement

"

Valeros wrote:

Hand: Giantbane Greataxe, Earthbreaker, Half-Plate, Staff of Minor Healing, Scythe,

Displayed: Full Plate,
Deck: 8 Discard: 4 Buried: 1
Hero Points: 1
NOTES:
Available Support: Distant: Blessings available
Local: If I have 2 or more (weapon/Armor), +1d4 on local combat or Diplomacy. Available

Movement: On Close:
Other: Hi I'm Valeros! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Wanderer, The Keep, Incitation
Recharged: lt Leech, Standard Bearer, lt Deathbane Light Crossbow, ac Sergeant-at-arms, Helm,
Discard Pile: Pig, The Tangled Briar, ac The Cyclone, Banner of the Ancient Kings,
Buried Pile: ac Brute Force Shield,

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Melee: Str +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
- Ranged: Dex +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
- Fortitude: Con +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
- Diplomacy: Cha +2

Favored Card: Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Armor | Weapon
POWERS:
On a local combat ([X] or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☐ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.

Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

"


Deck Handler

Turn Order: Valeros, Thargrap, Kyra
Out of Turn Updates: N/a

Turn: Turn 11 - Urgathoa's Gluttony

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

Hour Power: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.

SOT: N/a

Examine top card of all locations.

Tenement Card 1: Faceless Stalker

Move: Stay at Tenement

Explore: Faceless Stalker

Face Stalker:
Face 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.

Wisdom 7: 1d6 ⇒ 1

Difficulty increased. For combat, reveal Flaming Mace to do Melee+1d8+1d4. Bury the discarded Blessing of the Spellbound to add 1d8.

Combat 12+2=14: 1d10 + 3 + 1d8 + 1d4 + 1d8 ⇒ (6) + 3 + (7) + (4) + (5) = 25

Defeated, so will bury.

End Turn: Reset hand.

Recovery: N/a

[u]Summary[/u]:
Move: Tenement
Acquired: N/a
Banished: Tenement Card 1: Faceless Stalker
Examined: N/a
Random Card(s) Used: N/a
Displayed: None
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a

Thargrap wrote:

Hand: Flaming Mace, Gallivance, Pyrotechnic Blast, Ring of Protection (loot),

Displayed: Blood God Nulgreth, White War Paint,
Deck: 10 Discard: 3 Buried: 2
Current Location: Tenement
Hero Points: 3
Paizo Reroll: 7-2C USED
NOTES:
Available Support: When local character defeats monster: Bury it
Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Bleachling Lunatic, Blessing of the Gods, Blessing of Thoth, Byzantine Lexicon, Tussah Silk Cloak, Strength, Blackwing Librarian, Blessing of Iomedae, Fiery Weapon
Recharged: Fire Snake,
Discard Pile: Enervation (loot), Scimitar +1, Blessing of Sivanah,
Buried Pile: Blessing of the Spellbound, Face Stalker (lvl 2),

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

A Night in Bloodthorne Manor Reward: “When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.”

Favored Card: Weapon
Hand Size: 4 ☐ 5
Proficiencies:
Weapons Arcane
POWERS:
On your (☐ or a local) check against a monster, you may bury a card from your discard or banish a buried card to add 1d6 (☑1d8).
When a local character defeats a monster and would banish it, you may bury it instead.
☑You may banish a boon to draw a card; this power cannot be used during an encounter. (When you gain this feat, also check a feat box on your cohort Blood God Nulgreth).


Blood God Nulgreth:

Traits: Outsider, Eidolon, Arcane, Veteran, Owner: Thargrap
POWERS:
Display. When displayed:
On your Strength of Constitution check, you may banish a buried card to add 1d4 plus the card's level.
When not in an encounter, you may banish a buried card to draw a card or move.
☑When you encounter a monster, reload to ignore its before or after acting power
☐Reload to avenge; during this encounter, your checks are blessed


Deckhandler - Kyra (Core)

Offturn
Rechareg Desna's Freedom

Turn 12 Kyra
The Hour is: The Lost
When this is the hour: When you would recharge a Magic boon, discard it instead.

Start of Turn
Free explore

Make your Case :

Story Bane
Type: Barrier
Traits: Task
To Defeat: Charisma Diplomacy 10
Before acting, roll 1d4, then attempt a check of the corresponding type.
1. Disable 4
2. Fortitude 4
3. Knowledge 4
4. Perception 4
If you fail, discard a card. If you succeed on the Check to defeat, after the roll you may roll 1d6 and either add or substract it.

Check Type: 1d4 ⇒ 3 Knowledge again
ByA Knowledge 4: 1d4 ⇒ 3 Discard Harrow Deck
Cast Dive Insight
Diplomacy 10/15: 1d8 + 1 + 2d6 ⇒ (6) + 1 + (3, 2) = 12 Defeated fall into Range

Not closing

Kyra ends her turn.

Kyra attempts to recover all cards in her Recovery pile.
Divine Insight: Divine 8: 1d10 + 4 ⇒ (4) + 4 = 8 -> Divine Insight recharged.

Kyra resets her hand.

Kyra wrote:

Hand: Battleaxe (Given), Flaming Mace, Prayer, Holy Light, Cure,

Displayed:
Deck: 8 Discard: 3 Buried: 1
Hero Points: 2
Box Reroll Used: No
NOTES:
Available Support: Kyra gives a free 1d6 vs. Undead

Movement: Move with Valeros if location closes
Other: Hi I'm Kyra! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Our Lord in Iron (Loot), The Paladin, Glorious Warhammer, Acolyte, Augury
Recharged: Gozreh's Growth, Desna's Freedom, Divine Insight,
Discard Pile: Blessing of the Gods, Holy Symbol, Harrow Deck,
Buried Pile: Magic Chain Mail,

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☐ +2 ☐ +3
Melee : STR+2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude:CON+2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: WIS+3
Perception: WIS+2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: CHA+1

Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Armor, Divine, [] Weapon
POWERS:
On a local check against an Outsider or Undead bane, add 1d4 ([X] 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
[X] Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.


Shiv Battle Map | Campaign Page

During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing.
Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings
of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).

During This Scenario: 7-2B: A Day at the Races
Harrow Suit: Books

Setup:

When building locations, shuffle an additional ally into each.

At the start of your turn, you may examine the top card of each location, then you may banish an examined boon.

When the result of your check to defeat exceeds its difficulty ba 5 or more, or when you fail your check to acquire by 5 or more discard a card; if you have the stealth skill. you may instead reload or recharge a card.

Additional Rules: Villain:
None

Henchmen A (Closing):

Make your Case :

Story Bane
Type: Barrier
Traits: Task
To Defeat: Charisma Diplomacy 10
Before acting, roll 1d4, then attempt a check of the corresponding type.
1. Disable 4
2. Fortitude 4
3. Knowledge 4
4. Perception 4
If you fail, discard a card. If you succeed on the Check to defeat, after the roll you may roll 1d6 and either add or substract it.

Danger:
Make your Case

Scenario Level (#): 2

Turn: 13, Valeros/MatsuKurisu

Random Cards:

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

Spoiler:
Termite Swarm
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.

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

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

Spoiler:
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.

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

Spoiler:
Invisible Wall
Core
Barrier 2
Traits:
Lock
Magic
Trigger
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 Sleep
Core
Barrier 1
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 8
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.

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

Weapons
Spoiler:
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:
Giantbane Greataxe
Core
Weapon 1
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.

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

Spoiler:
Longspear
Core
Weapon 0
Traits:
2-Handed
Melee
Piercing
Spear
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.

Spoiler:
Shortsword
Core
Weapon 0
Traits:
Finesse
Melee
Piercing
Sword
To Acquire:
Strength
Stealth
Melee 4
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.

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

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


Spoiler:
Detect Magic
Core
Spell 0
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 3
Banish to examine the top card of your location. If it is a Magic card, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 5 check to recharge it instead.

Spoiler:
False Life
CotCT
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 4
Display. While displayed:
* When you suffer damage, you may banish to reduce it by 5.
* At the end of the scenario, banish.

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


Spoiler:
Fiery Glare
Core
Spell 0
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane 5
OR Wisdom
Divine 7
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
When you encounter a boon during your exploration, banish this spell to banish the boon and explore.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 9 check to recharge it instead.

Spoiler:
Frostbite
Core
Spell 0
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 8
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
If the check is against a bane, when you suffer damage from it, reduce it by 1.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 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:
Leather Armor
Core
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* When you suffer any damage, you may bury to reduce it to 0.

Spoiler:
Helm
Core
Armor 0
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 4
When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
After playing this armor, you may not play a Helm boon this encounter.

Spoiler:
Full Plate
Core
Armor 1
Traits:
Heavy Armor
To Acquire:
ConstitutionFortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

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

Items
Spoiler:
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:
Spider Venom
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 6
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d4 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

Spoiler:
Caltrops
Core
Item 0
Traits:
Object
To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.

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

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

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


Allies
Spoiler:
Mouse
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Stealth
Survival 4
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.

Spoiler:
Korvosan Guard
CotCT
Ally 0
Traits:
Human
Perception
To Acquire:
Charisma
Diplomacy 6
OR Melee
Ranged 5
When a local character suffers damage, recharge to reduce it by 1.
Discard to explore. This exploration, when you suffer damage, reduce it by 1.

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

Spoiler:
Guide
Core
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 5
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.

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

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


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

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

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

Spoiler:
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.

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

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

Current Hour:

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

Hours Remaining: 17

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 1 Thargrap/MauveAvenger
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
Veteran
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Hourglass Card 2 Kyra/Kulko:
Spoiler:
Hourglass Card 2 Kyra/Kulko
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 3 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 3 Valeros/MatsuKurisu
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
Veteran
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Hourglass Card 4 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 4 Thargrap/MauveAvenger
The Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Hourglass Card 5 Kyra/Kulko:
Spoiler:
Hourglass Card 5 Kyra/Kulko
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Hourglass Card 6 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 6 Valeros/MatsuKurisu
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 7 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 7 Thargrap/MauveAvenger
The Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Hourglass Card 8 Kyra/Kulko:
Spoiler:
Hourglass Card 8 Kyra/Kulko
The Uprising
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: Your non-combat check against a bane is blessed.
To Acquire:
Strength
Diplomacy 4+#
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Hourglass Card 9 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 9 Valeros/MatsuKurisu
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Hourglass Card 10 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 10 Thargrap/MauveAvenger
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
Veteran
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Hourglass Card 11 Kyra/Kulko:
Spoiler:
Hourglass Card 11 Kyra/Kulko
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 12 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 12 Valeros/MatsuKurisu
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
Hourglass Card 13 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 13 Thargrap/MauveAvenger
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Hourglass Card 14 Kyra/Kulko:
Spoiler:
Hourglass Card 14 Kyra/Kulko
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 15 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 15 Valeros/MatsuKurisu
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 16 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 16 Thargrap/MauveAvenger
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 17 Kyra/Kulko:
Spoiler:
Hourglass Card 17 Kyra/Kulko
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.

Location #5: Tenement
Urban
At This Location: On your check to acquire an ally, you may bury a boon to add 1d8.
When Closing: Bury a boon.
When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
M: 0 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Valeros/MatsuKurisu, Thargrap/MauveAvenger, Kyra/Kulko, None

Tenement Card 1:
Craftsman
CotCT
Ally 1
Traits:
Dwarf
Hireling
To Acquire:
Charisma
Diplomacy 6
OR Craft 4
On a local check against a weapon or an armor, recharge to add 1d8.
Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.
Tenement Card 2:
Keen Rapier
Core
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 9
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
Tenement Card 3:
Thunderstorm
Core
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None 0
Display this barrier at your location.
While displayed:
* When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Tenement Card 4:
Foes On All Sides
CotCT
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
None 0
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Tenement Card 5:
Blast Stone
Core
Item 0
Traits:
Alchemical
Object
To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Tenement Card 6:
Korvosan House Drake
CotCT
Ally 2
Traits:
Dragon
To Acquire:
Wisdom
Arcane
Survival 9
On a local combat check, recharge to add 1d6 and the Mental trait.
Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.


Turn Order: Valeros, Thargrap/MauveAvengr, Kyra/Kulko,

Out of turn updates

Hour = 10 Valeros/MatsuKurisu: Torag's Power
Hour PowerWhen you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.

Start of Turn
At: #5: Tenement
Tenement Card 1: Craftsman, Ally 1

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

Display Half-Plate

Free explore = 1: Craftsman, Ally 1: Diplomacy 6

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

Diplomacy 1d6+2, Valeros recharge(Scythe) +1d4
Diplomacy 6: 1d6 + 2 + 1d4 ⇒ (6) + 2 + (1) = 9 - Acquired

Discard ac Craftsman explore +1d4 craft or disable = 2: Keen Rapier, Weapon 1: Melee 9

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

Melee 1d10+2+2
Melee 9: 1d10 + 2 + 2 ⇒ (1) + 2 + 2 = 5 - Banished

Recharge Staff of Minor Healing, heal card#: 1d5 ⇒ 1 (Pig)

End of Turn
Recharge weapon or an armor from your hand (Giantbane Greataxe ) or discards ( ).

Recovery

Reset
Discard
Draw up Standard Bearer, The Wanderer, lt Deathbane Light Crossbow, ac Sergeant-at-arms

Summary
Location = #5: Tenement
Acquired = 1: Craftsman
Banished = 2: Keen Rapier
Examined =

Added =

From Box =

Displayed =

Give =

Used =

Other =

"

Valeros wrote:

Hand: Earthbreaker, Standard Bearer, The Wanderer, lt Deathbane Light Crossbow, ac Sergeant-at-arms,

Displayed: Half-Plate, Full Plate,
Deck: 8 Discard: 4 Buried: 1
Hero Points: 1
NOTES:
Available Support: Distant: Blessings available
Local: If I have 2 or more (weapon/Armor), +1d4 on local combat. Available
Ally powers available

Movement: On Close:
Other: Hi I'm Valeros! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Scythe, Pig, lt Leech, The Keep, Helm, Incitation
Recharged: Staff of Minor Healing, Giantbane Greataxe,
Discard Pile: The Tangled Briar, ac The Cyclone, Banner of the Ancient Kings, ac Craftsman,
Buried Pile: ac Brute Force Shield,

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Melee: Str +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
- Ranged: Dex +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
- Fortitude: Con +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
- Diplomacy: Cha +2

Favored Card: Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Armor | Weapon
POWERS:
On a local combat ([X] or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☐ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.

Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

"


Deck Handler

Turn Order: Valeros, Thargrap, Kyra
Out of Turn Updates: N/a

Turn: Turn 14 - Gorum's Iron

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

Hour Power: On your non-Attack combat check, add 1.

SOT: N/a

Examine top card of all locations.

Tenement Card 3: Thunderstorm

Move: Stay at Tenement

Explore: Thunderstorm

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

End Turn: Reset hand.

Recovery: N/a

[u]Summary[/u]:
Move: Tenement
Acquired: N/a
Banished: N/a
Examined: N/a
Random Card(s) Used: N/a
Displayed: Tenement Card 3: Thunderstorm
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a

Thargrap wrote:

Hand: Flaming Mace, Gallivance, Pyrotechnic Blast, Ring of Protection (loot),

Displayed: Blood God Nulgreth, White War Paint,
Deck: 10 Discard: 3 Buried: 2
Current Location: Tenement
Hero Points: 3
Paizo Reroll: 7-2C USED
NOTES:
Available Support: When local character defeats monster: Bury it
Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Strength, Byzantine Lexicon, Fiery Weapon, Bleachling Lunatic, Blessing of Iomedae, Tussah Silk Cloak, Blackwing Librarian, Blessing of the Gods, Blessing of Thoth
Recharged: Fire Snake,
Discard Pile: Enervation (loot), Scimitar +1, Blessing of Sivanah,
Buried Pile: Blessing of the Spellbound, Face Stalker (lvl 2),

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

A Night in Bloodthorne Manor Reward: “When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.”

Favored Card: Weapon
Hand Size: 4 ☐ 5
Proficiencies:
Weapons Arcane
POWERS:
On your (☐ or a local) check against a monster, you may bury a card from your discard or banish a buried card to add 1d6 (☑1d8).
When a local character defeats a monster and would banish it, you may bury it instead.
☑You may banish a boon to draw a card; this power cannot be used during an encounter. (When you gain this feat, also check a feat box on your cohort Blood God Nulgreth).


Blood God Nulgreth:

Traits: Outsider, Eidolon, Arcane, Veteran, Owner: Thargrap
POWERS:
Display. When displayed:
On your Strength of Constitution check, you may banish a buried card to add 1d4 plus the card's level.
When not in an encounter, you may banish a buried card to draw a card or move.
☑When you encounter a monster, reload to ignore its before or after acting power
☐Reload to avenge; during this encounter, your checks are blessed


Deckhandler - Kyra (Core)

Turn 15: Kyra
The Hour is Calistria's Sting
When this is the hour: You may avenge by discarding a card.

Start of Turn
Roll Thunderstorm

1d4 ⇒ 1
Damage: 1d6 ⇒ 1 Discard Battleaxe, Thunderstorm banished

Examine top card

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.

Free explore
Everybody encounters the danger

type of ByA Check: 1d4 ⇒ 4 Perception 4
ByA Perception 4: 1d10 + 3 ⇒ (2) + 3 = 5
Discard Prayer to bless
CtD Diplomacy 10+2=12: 2d8 + 1 ⇒ (1, 3) + 1 = 5 Nope not me, hopefully Valeros is successful

Cast Cure on myself
Cards healed: 1d4 + 1 ⇒ (4) + 1 = 5 all cards healed

Kyra ends her turn.
Kyra recharges Holy Light to heal Valeros a card.

Kyra attempts to recover all cards in her Recovery pile.
Cure: Divine 8: 1d10 + 4 ⇒ (10) + 4 = 14 -> Cure recharged .

Kyra resets her hand.

Kyra wrote:

Hand: Gozreh's Growth, Flaming Mace, Acolyte, The Paladin, Battleaxe (Given),

Displayed:
Deck: 11 Discard: 0 Buried: 1
Hero Points: 2
Box Reroll Used: No
NOTES:
Available Support: Kyra gives a free 1d6 vs. Undead

Movement: Move with Valeros if location closes
Other: Hi I'm Kyra! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Gods, Harrow Deck, Prayer, Divine Insight, Desna's Freedom, Glorious Warhammer, Augury, Holy Symbol, Our Lord in Iron (Loot)
Recharged: Holy Light, Cure,
Discard Pile:
Buried Pile: Magic Chain Mail,

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☐ +2 ☐ +3
Melee : STR+2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude:CON+2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: WIS+3
Perception: WIS+2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: CHA+1

Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Armor, Divine, [] Weapon
POWERS:
On a local check against an Outsider or Undead bane, add 1d4 ([X] 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
[X] Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.


Deck Handler

Thargrap must summon and defeat the danger.

Make your Case:
Make Your Case

Story Bane
Type: Barrier
Traits: Task
To Defeat: Charisma Diplomacy 10
Before acting, roll 1d4, then attempt a check of the corresponding type.
1. Disable 4
2. Fortitude 4
3. Knowledge 4
4. Perception 4
If you fail, discard a card. If you succeed on the Check to defeat, after the roll you may roll 1d6 and either add or substract it.

BYA: 1d4 ⇒ 1

Disable 4: 1d4 ⇒ 4

Charisma 10: 1d8 ⇒ 2

Failed.


Valeros must summon and defeat the danger.
the difficulty to defeat is increased by 2.

Make your Case:

Story Bane
Type: Barrier
Traits: Task
To Defeat: Charisma Diplomacy 10
Before acting, roll 1d4, then attempt a check of the corresponding type.
1. Disable 4
2. Fortitude 4
3. Knowledge 4
4. Perception 4
If you fail, discard a card. If you succeed on the Check to defeat, after the roll you may roll 1d6 and either add or subtract it.

BYA type: 1d4 ⇒ 4 Perception 4
Perception 4: 1d4 ⇒ 3 - Failed. Discarding Standard Bearer
Diplomacy 1d6+2, recharge ac Sergeant-at-arms +1d6, Valeros.recharge(lt Deathbane Light Crossbow) +1d4, Discard The Wanderer +1d6
Diplomacy 12(10+2): 1d6 + 2 + 1d6 + 1d4 + 1d6 ⇒ (5) + 2 + (6) + (1) + (4) = 18 - Succeeded
Reduce DC by: 1d6 ⇒ 1 = 17. Defeated by 5+. Discard Earthbreaker

Card healed from Kyra
Card healed#: 1d7 ⇒ 2 ac The Cyclone

"

Valeros wrote:

Hand:

Displayed: Half-Plate, Full Plate,
Deck: 11 Discard: 6 Buried: 1
Hero Points: 1
NOTES:
Available Support: Distant: Blessings available
Local: If I have 2 or more (weapon/Armor), +1d4 on local combat. Available
Ally powers available

Movement: On Close:
Other: Hi I'm Valeros! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Scythe, Pig, Staff of Minor Healing, ac Sergeant-at-arms, lt Deathbane Light Crossbow, Helm, Giantbane Greataxe, The Keep, lt Leech, ac The Cyclone, Incitation
Recharged:
Discard Pile: The Tangled Briar, Banner of the Ancient Kings, ac Craftsman, Standard Bearer, The Wanderer, Earthbreaker,
Buried Pile: ac Brute Force Shield,

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Melee: Str +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
- Ranged: Dex +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
- Fortitude: Con +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
- Diplomacy: Cha +2

Favored Card: Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Armor | Weapon
POWERS:
On a local combat ([X] or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☐ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.

Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

"


Shiv Battle Map | Campaign Page

During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing.
Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings
of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).

During This Scenario: 7-2B: A Day at the Races
Harrow Suit: Books

Setup:

When building locations, shuffle an additional ally into each.

At the start of your turn, you may examine the top card of each location, then you may banish an examined boon.

When the result of your check to defeat exceeds its difficulty ba 5 or more, or when you fail your check to acquire by 5 or more discard a card; if you have the stealth skill. you may instead reload or recharge a card.

Additional Rules: Villain:
None

Henchmen A (Closing):

Make your Case :

Story Bane
Type: Barrier
Traits: Task
To Defeat: Charisma Diplomacy 10
Before acting, roll 1d4, then attempt a check of the corresponding type.
1. Disable 4
2. Fortitude 4
3. Knowledge 4
4. Perception 4
If you fail, discard a card. If you succeed on the Check to defeat, after the roll you may roll 1d6 and either add or substract it.

Danger:
Make your Case

Scenario Level (#): 2

Turn: 16, Valeros/MatsuKurisu

Random Cards:

Monsters
Spoiler:
Guard Dog
CotCT
Monster 0
Traits:
Animal
To Defeat:
Combat 9
OR Charisma
Survival 6
Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.

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

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

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

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

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

Spoiler:
Pit Trap
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.

Spoiler:
Cutpurse Gang
CotCT
Barrier 0
Traits:
Obstacle
To Defeat:
Wisdom
Perception
Stealth 5
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.

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

Weapons
Spoiler:
Mace
Core
Weapon 0
Traits:
Mace
Melee
To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.

Spoiler:
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:
Warhammer
Core
Weapon 0
Traits:
Hammer
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.

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

Spoiler:
Battleaxe
Core
Weapon 0
Traits:
Axe
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.

Spells
Spoiler:
Infernal Healing
CotCT
Spell 0
Traits:
Arcane
Divine
Healing
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Display next to a local character.
While displayed:
* At the end of this character's turns, they may bury a card from their discards to heal a card.
* At the end of the scenario, banish; if proficient, bury instead.

Spoiler:
Sanctuary
CotCT
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
When a local character encounters a monster, banish to let them evade it; reload the monster into its location.

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


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

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


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

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


Spoiler:
Cure
Core
Spell 0
Traits:
Divine
Magic
Healing
To Acquire:
WisdomDivine 6
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

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

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

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

Spoiler:
Quilted Cloth Armor
CotCT
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 1.
* When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.

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

Items
Spoiler:
Caltrops
Core
Item 0
Traits:
Object
To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.

Spoiler:
Bastion Boots
CotCT
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Acrobatics 5
Recharge to move. You may not use this power during an encounter.
When you encounter an Obstacle or Trap barrier, recharge to evade it.

Spoiler:
Elixir of Love
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 6
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.

DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.


Spoiler:
Horn of Battle Clarity
CotCT
Item 0
Traits:
Instrument
Magic
To Acquire:
Charisma
Melee
Ranged 6
On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
Discard to heal a Hireling or Soldier card.

Spoiler:
Elixir of Energy Resistance
Core
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
* When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.

Allies
Spoiler:
Crow
Core
Ally 1
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire, add 1d4.

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

Spoiler:
Mouse
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Stealth
Survival 4
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.

Spoiler:
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:
Leech
CotCT
Ally 1
Traits:
Healing
Vermin
To Acquire:
Wisdom
Knowledge
Survival 6
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

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

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

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

Spoiler:
The Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.

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

Hour Power: On your Stealth check or your check that invokes the Poison trait, add 1d4.

Current Hour:

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

Hours Remaining: 14

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 1 Thargrap/MauveAvenger
The Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Hourglass Card 2 Kyra/Kulko:
Spoiler:
Hourglass Card 2 Kyra/Kulko
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Hourglass Card 3 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 3 Valeros/MatsuKurisu
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 4 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 4 Thargrap/MauveAvenger
The Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Hourglass Card 5 Kyra/Kulko:
Spoiler:
Hourglass Card 5 Kyra/Kulko
The Uprising
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: Your non-combat check against a bane is blessed.
To Acquire:
Strength
Diplomacy 4+#
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Hourglass Card 6 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 6 Valeros/MatsuKurisu
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Hourglass Card 7 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 7 Thargrap/MauveAvenger
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
Veteran
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Hourglass Card 8 Kyra/Kulko:
Spoiler:
Hourglass Card 8 Kyra/Kulko
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 9 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 9 Valeros/MatsuKurisu
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
Hourglass Card 10 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 10 Thargrap/MauveAvenger
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Hourglass Card 11 Kyra/Kulko:
Spoiler:
Hourglass Card 11 Kyra/Kulko
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
Veteran
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hourglass Card 12 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 12 Valeros/MatsuKurisu
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 13 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 13 Thargrap/MauveAvenger
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 14 Kyra/Kulko:
Spoiler:
Hourglass Card 14 Kyra/Kulko
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.

Location #5: Tenement
Urban
At This Location: On your check to acquire an ally, you may bury a boon to add 1d8.
When Closing: Bury a boon.
When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Valeros/MatsuKurisu, Thargrap/MauveAvenger, Kyra/Kulko,

Tenement Card 1:
Blast Stone
Core
Item 0
Traits:
Alchemical
Object
To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Tenement Card 2:
Korvosan House Drake
CotCT
Ally 2
Traits:
Dragon
To Acquire:
Wisdom
Arcane
Survival 9
On a local combat check, recharge to add 1d6 and the Mental trait.
Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.


Pass turn. Draw up lt Leech
Incitation
lt Deathbane Light Crossbow
Scythe
The Keep

"

Valeros wrote:

Hand: lt Leech, Incitation, lt Deathbane Light Crossbow, Scythe, The Keep,

Displayed: Half-Plate, Full Plate,
Deck: 6 Discard: 6 Buried: 1
Hero Points: 1
NOTES:
Available Support: Distant: Blessings available
Local: If I have 2 or more (weapon/Armor), +1d4 on local combat. Available
Ally powers available

Movement: On Close:
Other: Hi I'm Valeros! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): ac Sergeant-at-arms, ac The Cyclone, Helm, Pig, Staff of Minor Healing, Giantbane Greataxe
Recharged:
Discard Pile: The Tangled Briar, Banner of the Ancient Kings, ac Craftsman, Standard Bearer, The Wanderer, Earthbreaker,
Buried Pile: ac Brute Force Shield,

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Melee: Str +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
- Ranged: Dex +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
- Fortitude: Con +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
- Diplomacy: Cha +2

Favored Card: Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Armor | Weapon
POWERS:
On a local combat ([X] or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☐ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.

Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

"


Deck Handler

Turn Order: Valeros, Thargrap, Kyra
Out of Turn Updates: N/a

Turn: Turn 17 - The Paladin

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

Hour Power: When another character avenges your encounter, heal 1d4 cards.

SOT: N/a

Examine top card of all locations.

Tenement Card 1: Blast Stone

Move: Stay at Tenement

Explore: Blast Stone

Blast Stone:
Blast Stone
Core
Item 0
Traits:
Alchemical
Object
To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.

Intelligence 4: 1d4 ⇒ 1

End Turn: Reset hand.

Recovery: N/a

[u]Summary[/u]:
Move: Tenement
Acquired: N/a
Banished: Tenement Card 1: Blast Stone
Examined: N/a
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a


Deckhandler - Kyra (Core)

Turn 18:Kyra
The HOur is Cayden Cailean's Revelry
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.

Start of Turn
Examine Top card

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.

Free explore
Discard Acolyte
Discard Valeros Incitation to bless

CtA Wisdom 9: 2d10 + 1 + 1d4 ⇒ (6, 4) + 1 + (1) = 12 Acquired, Bury to Close location

We win!


Shiv Battle Map | Campaign Page

7-2C: Unconventional Allies

Development:

Balok throws their hands up in exasperation.
“Alright, alright, you’ve made your case. I’ll grant you access into the path. But know this: you keep your head down, and your eyes peeled. I can’t have my Duskwardens babysitting you. They have enough on their plate.”

You assure the Duskwardens that Pathfinders need no monitoring, but they scoff under their breath. Still, they stay true to their word and thump heavily on the ceiling with a gauntleted fist.
“Duskwardens!” they call out. “Ready your arms! We have Pathfinders to escort”.

Reward:
Loot: The Ally Duskwarden Ranger. Adventure Card Society characters may choose a bonus deck upgrade

Duskwarden Ranger:

Loot Ally 3
Traits: Ranger  Human 
To Acquire: Charisma Diplomacy 10 or Perception Ranged 8
Reload to examine the top card of your location, then you may shuffle your location.
Discard to explore. This exploration, reduce all damage you suffer by 1d4, and you may evade banes.


Shiv Battle Map | Campaign Page

7-2D: What Lies Beneath the City

The temperature quickly drops to an uncomfortable subterranean chill as you watch a Duskwarden pull shut the doors behind you. As your eyes acclimate to the dim light, Balok pulls out a series of small crystal necklaces and gestures for you to take one.
“Halflight Charm,” they whisper. “Lights the way and lets us find you if you get lost.”
The crystal casts a cool glow across the stone and brick around you. As you’re led into the Halflight Path, you have the unmistakable feeling you’re drawing nearer to the source of the undead in Kaer Maga. The trek is arduous and fraught with dangers underfoot; loose stones, tight gaps, and long falls await you at every turn.
The Duskwardens chat with you quietly during some parts of the journey, sharing tales of monsters bested, caravans saved, and comrades lost. As you approach each intersection, though, they fall silent, carefully eying the blocked side passages and tunnels as they hurry you quickly past them. Many steps further, you begin to see signs of prior battles. Huge corpses of slain beast and monster are pushed to the side of the path, too big to pull to the surface. Each time you pass such a battle site, the Duskwardens tighten their grips on their weapons, keeping close eyes on the bodies themselves.
A rough-hewn tunnel gives way to a level walking path for a few moments, and you ask Balok about the bodies. They turn to you with a weary expression and reply, “There’s no rhyme or reason to what gets reanimated. Trust nobody down here, and more importantly... trust no body.”
As you descend, the brick walls and barricades blocking off side passages and tunnels show signs of heavy wear and tear. You catch sight of yellow eyes peering at you from small holes in the walls. Suddenly, Balok brings the group to a halt with a raised fist. They point at the way ahead, where a pile of bricks lies cast out from a side passage. Something may have gotten through. They walk a few steps closer to peer around the edge of the tunnel, and a yell of alarm is cut short by a spray of steaming green acid that splatters across their front.
Balok’s body has barely touched the floor before it is overrun by a trio of horse-sized chitinous creatures that scuttle out of the side tunnel and into the passage. The acid mantises raise their powerful mandibles in the air, clacking together as a loud hissing fills the tunnel. You hear a more ominous scuffling from the darkness.
That must be their queen.


Shiv Battle Map | Campaign Page

During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing.
Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings
of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).

During This Scenario: 7-2D: What Lies Beneath the City
Harrow Suit: Crowns

Setup:

Create the Hourglass with 5 fewer Blessings then shuffle 5 Proxy Bs into it.

Always keep the top 3 cards of the hourglass faceup. When you advance the hour, if it is a Proxy B, Summon and Encounter the danger

While anyone encounters a villain, treat # as 1 higher.

On your turn you may reload a card to examine the top card of your location.

Additional Rules: Villain:

Acid Mantis Queen - V1:

Story Bane
Type: Monster
Traits: Trigger Vermin Veteran
To Defeat: Combat 10+##
When examined, suffer 1 Acid damage.
Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0).
If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.

Henchmen A (Closing):

Acid Mantis Queens:

Story Bane
Type: Monster
Traits: Trigger Vermin Veteran
To Defeat: Combat 10+##
When examined, suffer 1 Acid damage.
Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0).
If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.

Danger:
Each time you encounter the danger randomly choose a undead story bane.

Ancient Skeleton:

Story Bane
Type: Monster
Traits: Skeleton Undead 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.

Wight:

Story Bane
Type: Monster
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.

Zombie Minions:

Story Bane
Type: Monster
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.

Mummy:

Story Bane
Type: Monster
Traits: Mummy Undead Veteran
To Defeat: Combat 14+##
Immune to Cold, Mental, and Poison. Vulnerable to Fire. If undefeated, bury your discards and suffer the scourge Wounded.

Vampire:

Story Bane
Type: Monster
Traits: Undead Vampire Veteran
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison. While acting, before any character plays a card, that character recharges a card. If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

Wraith:

Story Bane
Type: Monster
Traits: Incorporeal Undead Veteran Wraith
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.

Scenario Level (#): 2

Turn: 0, Kyra/Kulko

Random Cards:

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

Spoiler:
Plaguebearer
CotCT
Monster 1
Traits:
Aberration
Disease
To Defeat:
Combat 15
When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
If undefeated, suffer the scourge Plagued.

Spoiler:
Sneak
CotCT
Monster 0
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.

Spoiler:
Goblin Troublemaker
Core
Monster 0
Traits:
Goblin
To Defeat:
Combat 9
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.

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

Barriers
Spoiler:
Door Spike
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.

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

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

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

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

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

Spoiler:
Shortsword
Core
Weapon 0
Traits:
Finesse
Melee
Piercing
Sword
To Acquire:
Strength
Stealth
Melee 4
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.

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

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

Spells
Spoiler:
Locate Object
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

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

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


Spoiler:
Detect Magic
Core
Spell 0
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 3
Banish to examine the top card of your location. If it is a Magic card, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 5 check to recharge it instead.

Spoiler:
Frozen Touch
CotCT
Spell 0
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
For your combat check, banish to use Arcane or Divine + 2d4.
When a local character encounters an Undead monster, banish to let them evade it.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.


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

DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 7 check to recharge it instead.


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

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

Spoiler:
Quilted Cloth Armor
CotCT
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 1.
* When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.

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

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

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


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

Spoiler:
Crowbar
Core
Item 0
Traits:
Tool
To Acquire:
Strength
Melee 3
On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.

Spoiler:
Thieves' Tools
Core
Item 0
Traits:
Tool
To Acquire:
Dexterity
Disable 4
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.

Allies
Spoiler:
Leech
CotCT
Ally 1
Traits:
Healing
Vermin
To Acquire:
Wisdom
Knowledge
Survival 6
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

Spoiler:
Porcupine
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Fortitude
Survival 5
On a local check against an Animal monster, recharge to add 1d8.
Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.

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

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

Spoiler:
Burglar
CotCT
Ally 0
Traits:
Human
Trigger
To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6
When examined, encounter this card.
When you encounter this card, if you do not acquire it, discard a random boon.
On a local check to defeat a barrier, recharge to add 1d6.
Discard to examine the top card of your location; if it is a boon, you may explore.

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

Spoiler:
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.

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

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

Spoiler:
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.

Current Hour:

:
[/b]

Traits:
To Acquire:


Hours Remaining: 30

[b]Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 1 Valeros/MatsuKurisu
Henchman Proxy B3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Hourglass Card 2 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 2 Thargrap/MauveAvenger
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Hourglass Card 3 Kyra/Kulko:
Spoiler:
Hourglass Card 3 Kyra/Kulko
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.
Hourglass Card 4 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 4 Valeros/MatsuKurisu
Henchman Proxy B2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Hourglass Card 5 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 5 Thargrap/MauveAvenger
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 6 Kyra/Kulko:
Spoiler:
Hourglass Card 6 Kyra/Kulko
The Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Hourglass Card 7 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 7 Valeros/MatsuKurisu
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 8 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 8 Thargrap/MauveAvenger
The Unicorn
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: Your check to acquire is blessed.
To Acquire:
Charisma
Disable 4+#
On any check, discard to bless.
On another character's check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Hourglass Card 9 Kyra/Kulko:
Spoiler:
Hourglass Card 9 Kyra/Kulko
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 10 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 10 Valeros/MatsuKurisu
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 11 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 11 Thargrap/MauveAvenger
Henchman Proxy B4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Hourglass Card 12 Kyra/Kulko:
Spoiler:
Hourglass Card 12 Kyra/Kulko
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.
Hourglass Card 13 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 13 Valeros/MatsuKurisu
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Hourglass Card 14 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 14 Thargrap/MauveAvenger
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 15 Kyra/Kulko:
Spoiler:
Hourglass Card 15 Kyra/Kulko
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 16 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 16 Valeros/MatsuKurisu
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 17 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 17 Thargrap/MauveAvenger
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 Kyra/Kulko:
Spoiler:
Hourglass Card 18 Kyra/Kulko
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 19 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 19 Valeros/MatsuKurisu
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 20 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 20 Thargrap/MauveAvenger
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Hourglass Card 21 Kyra/Kulko:
Spoiler:
Hourglass Card 21 Kyra/Kulko
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 22 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 22 Valeros/MatsuKurisu
The Tyrant
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
Hourglass Card 23 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 23 Thargrap/MauveAvenger
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 24 Kyra/Kulko:
Spoiler:
Hourglass Card 24 Kyra/Kulko
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 25 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 25 Valeros/MatsuKurisu
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 26 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 26 Thargrap/MauveAvenger
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 27 Kyra/Kulko:
Spoiler:
Hourglass Card 27 Kyra/Kulko
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 28 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 28 Valeros/MatsuKurisu
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.
Hourglass Card 29 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 29 Thargrap/MauveAvenger
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 30 Kyra/Kulko:
Spoiler:
Hourglass Card 30 Kyra/Kulko
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.

Location #1: Caves
Underground
Wild
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

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

Location #3: Spider Nest
Underground
Wild
At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
When Closing: Summon and defeat the story bane Monstrous Spider.
When Permanently Closed: No effect.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Location #4: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Location #5: Mine
Underground
At This Location: When you fail a check to defeat or acquire, mark this location with the scourge Entangled.
When Closing: Summon and acquire a weapon.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None


Deck Handler

Thargrap will start at the Spider's Nest.

Upgrade Bleachling Lunatic to Bound Elemental and Scimitar +1 to Dwarven Longhammer +1

Loot:
-Enervation replacing Call Weapon
-Ring of Protection replacing Binder's Tome

Thargrap wrote:

Hand: Gallivance, Bound Elemental, Blessing of the Gods, Blessing of Sivanah, Blood God Nulgreth,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Spider's Nest
Hero Points: 3
Paizo Reroll: 7-2C USED
NOTES:
Available Support: When local character defeats monster: Bury it
Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Spellbound, Blessing of Iomedae, Strength, Dwarven Longhammer +1, Fire Snake, Tussah Silk Cloak, Pyrotechnic Blast, Byzantine Lexicon, Fiery Weapon, Blackwing Librarian, Enervation (loot), Blessing of Thoth, Ring of Protection (loot)
Recharged:
Discard Pile:
Buried Pile:

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

A Night in Bloodthorne Manor Reward: “When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.”

Favored Card: Weapon
Hand Size: 4 ☐ 5
Proficiencies:
Weapons Arcane
POWERS:
On your (☐ or a local) check against a monster, you may bury a card from your discard or banish a buried card to add 1d6 (☑1d8).
When a local character defeats a monster and would banish it, you may bury it instead.
☑You may banish a boon to draw a card; this power cannot be used during an encounter. (When you gain this feat, also check a feat box on your cohort Blood God Nulgreth).


Blood God Nulgreth:

Traits: Outsider, Eidolon, Arcane, Veteran, Owner: Thargrap
POWERS:
Display. When displayed:
On your Strength of Constitution check, you may banish a buried card to add 1d4 plus the card's level.
When not in an encounter, you may banish a buried card to draw a card or move.
☑When you encounter a monster, reload to ignore its before or after acting power
☐Reload to avenge; during this encounter, your checks are blessed


Deckhandler - Kyra (Core)

Kyra starts at the Mine

Loot: Kyra will don the Shield of Resistance if nobody objects. She also keeps our Lord in Iron.

Kyra wrote:

Hand: Our Lord in Iron (Loot), Magistrate, Augury, Harrow Deck, Glorious Warhammer,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 2
Box Reroll Used: No
NOTES:
Available Support: Kyra gives a free 1d6 vs. Undead

Movement: Move with Valeros if location closes
Other: Hi I'm Kyra! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cure, Flaming Mace, Desna's Freedom, Prayer, Holy Light, Gozreh's Growth, Blessing of the Gods, Divine Insight, Shield of Resistance (Loot), Deathgrip, The Paladin, Holy Symbol
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☐ +2 ☐ +3
Melee : STR+2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude:CON+2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: WIS+3
Perception: WIS+2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: CHA+1

Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Armor, Divine, [] Weapon
POWERS:
On a local check against an Outsider or Undead bane, add 1d4 ([X] 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
[X] Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.


Deck Handler

Thargrap will start at the Mine with Kyra (and maybe Valeros?) instead of the Spider's Nest.


Shiv Battle Map | Campaign Page

During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing.
Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings
of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).

During This Scenario: 7-2D: What Lies Beneath the City
Harrow Suit: Crowns

Setup:

Create the Hourglass with 5 fewer Blessings then shuffle 5 Proxy Bs into it.

Always keep the top 3 cards of the hourglass faceup. When you advance the hour, if it is a Proxy B, Summon and Encounter the danger

While anyone encounters a villain, treat # as 1 higher.

On your turn you may reload a card to examine the top card of your location.

Additional Rules: Villain:

Acid Mantis Queen - V1:

Story Bane
Type: Monster
Traits: Trigger Vermin Veteran
To Defeat: Combat 10+##
When examined, suffer 1 Acid damage.
Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0).
If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.

Henchmen A (Closing):

Acid Mantis Queens:

Story Bane
Type: Monster
Traits: Trigger Vermin Veteran
To Defeat: Combat 10+##
When examined, suffer 1 Acid damage.
Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0).
If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.

Danger:
Each time you encounter the danger randomly choose a undead story bane.

Ancient Skeleton:

Story Bane
Type: Monster
Traits: Skeleton Undead 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.

Wight:

Story Bane
Type: Monster
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.

Zombie Minions:

Story Bane
Type: Monster
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.

Mummy:

Story Bane
Type: Monster
Traits: Mummy Undead Veteran
To Defeat: Combat 14+##
Immune to Cold, Mental, and Poison. Vulnerable to Fire. If undefeated, bury your discards and suffer the scourge Wounded.

Vampire:

Story Bane
Type: Monster
Traits: Undead Vampire Veteran
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison. While acting, before any character plays a card, that character recharges a card. If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

Wraith:

Story Bane
Type: Monster
Traits: Incorporeal Undead Veteran Wraith
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.

Scenario Level (#): 2

Turn: 1, Valeros/MatsuKurisu

Random Cards:

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

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

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

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

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

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

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

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

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

Spoiler:
Longspear
Core
Weapon 0
Traits:
2-Handed
Melee
Piercing
Spear
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.

Spoiler:
Starknife
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

Spoiler:
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:
Battleaxe
Core
Weapon 0
Traits:
Axe
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.

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

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

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


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

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


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

Armors
Spoiler:
Slick Leather
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.

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

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

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:
Half-plate
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

Items
Spoiler:
Elixir of Energy Resistance
Core
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
* When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 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:
Ring of Evasion
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Craft 9
When you encounter a bane, recharge to evade it.
When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1.

Spoiler:
Elixir of Love
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 6
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.

DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.


Spoiler:
Bastion Boots
CotCT
Item 1
Traits:
Clothing
Magic
To Acquire:
Dexterity
Acrobatics 5
Recharge to move. You may not use this power during an encounter.
When you encounter an Obstacle or Trap barrier, recharge to evade it.

Allies
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:
Guide
Core
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 5
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.

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

Spoiler:
Cat
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Arcane
Survival 5
On a local check against a spell, recharge to add 1d4.
Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.

Spoiler:
Clockwork Servant
Core
Ally 1
Traits:
Construct
To Acquire:
Intelligence
Craft 6
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.

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

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

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

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

Spoiler:
The 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.

Hour Power:

Current Hour:

Henchman Proxy B3:
Henchman Proxy B3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 1 Thargrap/MauveAvenger
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
Veteran
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Hourglass Card 2 Kyra/Kulko:
Spoiler:
Hourglass Card 2 Kyra/Kulko
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.
Hourglass Card 3 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 3 Valeros/MatsuKurisu
Henchman Proxy B2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Hourglass Card 4 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 4 Thargrap/MauveAvenger
The Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Hourglass Card 5 Kyra/Kulko:
Spoiler:
Hourglass Card 5 Kyra/Kulko
The Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Hourglass Card 6 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 6 Valeros/MatsuKurisu
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 7 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 7 Thargrap/MauveAvenger
The Unicorn
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: Your check to acquire is blessed.
To Acquire:
Charisma
Disable 4+#
On any check, discard to bless.
On another character's check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Hourglass Card 8 Kyra/Kulko:
Spoiler:
Hourglass Card 8 Kyra/Kulko
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 9 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 9 Valeros/MatsuKurisu
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 10 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 10 Thargrap/MauveAvenger
Henchman Proxy B4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Hourglass Card 11 Kyra/Kulko:
Spoiler:
Hourglass Card 11 Kyra/Kulko
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.
Hourglass Card 12 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 12 Valeros/MatsuKurisu
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Hourglass Card 13 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 13 Thargrap/MauveAvenger
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 14 Kyra/Kulko:
Spoiler:
Hourglass Card 14 Kyra/Kulko
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 15 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 15 Valeros/MatsuKurisu
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 16 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 16 Thargrap/MauveAvenger
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 17 Kyra/Kulko:
Spoiler:
Hourglass Card 17 Kyra/Kulko
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 18 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 18 Valeros/MatsuKurisu
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 19 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 19 Thargrap/MauveAvenger
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Hourglass Card 20 Kyra/Kulko:
Spoiler:
Hourglass Card 20 Kyra/Kulko
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 21 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 21 Valeros/MatsuKurisu
The Tyrant
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
Hourglass Card 22 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 22 Thargrap/MauveAvenger
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 23 Kyra/Kulko:
Spoiler:
Hourglass Card 23 Kyra/Kulko
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 24 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 24 Valeros/MatsuKurisu
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 25 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 25 Thargrap/MauveAvenger
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 26 Kyra/Kulko:
Spoiler:
Hourglass Card 26 Kyra/Kulko
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 27 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 27 Valeros/MatsuKurisu
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.
Hourglass Card 28 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 28 Thargrap/MauveAvenger
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 29 Kyra/Kulko:
Spoiler:
Hourglass Card 29 Kyra/Kulko
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.

Location #1: Caves
Underground
Wild
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Caves Card 1:
Mob of Undead
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Caves Card 2:
Blast Stone
Core
Item 0
Traits:
Alchemical
Object
To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Caves Card 3:
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.
Caves Card 4:
Spyglass
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
Caves Card 5:
Elven Curve Blade
CotCT
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Caves Card 6:
Exploding Runes
Core
Barrier 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
Caves Card 7:
Giant Fly
Core
Monster 1
Traits:
Vermin
To Defeat:
Combat 10
If undefeated, bury a random card from your discards.
After acting, shuffle this monster into a random other location.
Caves Card 8:
Smoke Slayer
CotCT
Monster 2
Traits:
Elemental
To Defeat:
Combat 13
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
Caves 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.
Caves Card 10:
Giant Toad
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.

Location #2: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Oubliette Card 1:
Troubadour
Core
Ally 0
Traits:
Bard
Human
To Acquire:
Charisma
Diplomacy 4
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.
Oubliette Card 2:
Werewolf
Core
Monster 1
Traits:
Lycanthrope
To Defeat:
Combat 11
OR Knowledge 7
If the hour's level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
Oubliette Card 3:
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.
Oubliette Card 4:
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Oubliette Card 5:
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.
Oubliette Card 6:
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.
Oubliette 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.
Oubliette Card 8:
Quarterstaff of Vaulting
Core
Weapon 1
Traits:
2-Handed
Bludgeoning
Magic
Melee
Staff
To Acquire:
Strength
Melee 8
OR Acrobatics 6
For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
Recharge to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Oubliette Card 9:
Ghost
Core
Monster 1
Traits:
Ghost
Incorporeal
Mental
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 6+#
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Oubliette Card 10:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

Location #3: Spider Nest
Underground
Wild
At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
When Closing: Summon and defeat the story bane Monstrous Spider.
When Permanently Closed: No effect.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Spider Nest Card 1:
Spiked Breastplate
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Spider Nest Card 2:
Allip
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Spider Nest 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.
Spider Nest Card 4:
Shadow
CotCT
Monster 1
Traits:
Shadow
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.
Spider Nest Card 5:
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.
Spider Nest Card 6:
Zombie
Core
Monster 0
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Spider Nest Card 7:
Crocodile
Core
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 11
Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
Spider Nest Card 8:
Gentleman Explorer
CotCT
Ally 1
Traits:
Human
Aristocrat
To Acquire:
Charisma
Diplomacy 8
OR Knowledge 5
On a local check against a barrier or an ally, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
Spider Nest Card 9:
Twitch Tonic
CotCT
Item 2
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 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.

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

Location #4: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Pits Card 1:
Armor of Insults
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* To avenge, you may discard a card.
Pits Card 2:
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.
Pits Card 3:
Brawl
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Pits Card 4:
Dissident Guard
CotCT
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
Pits Card 5:
Sling
Core
Weapon 0
Traits:
Ranged
Sling
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Pits Card 6:
Bound Homunculus
Core
Ally 2
Traits:
Construct
Magic
To Acquire:
Intelligence
Arcane
Craft 8
OR Charisma
Diplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.

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

Pits Card 7:
Holy Light
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Pits Card 8:
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.
Pits Card 9:
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.
Pits Card 10:
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.

Location #5: Mine
Underground
At This Location: When you fail a check to defeat or acquire, mark this location with the scourge Entangled.
When Closing: Summon and acquire a weapon.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Valeros/MatsuKurisu, Thargrap/MauveAvenger, Kyra/Kulko, None
Mine Card 1:
Flame Staff
Core
Item 0
Traits:
Attack
Fire
Magic
Staff
To Acquire:
Arcane
Divine 4
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
Mine Card 2:
Haunt
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
Mine Card 3:
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.
Mine Card 4:
Villain Proxy V1
Core
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.
Mine Card 5:
Labyrinth
Core
Barrier 1
Traits:
Obstacle
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
Mine Card 6:
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.
Mine Card 7:
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.
Mine Card 8:
Dire Boar
Core
Monster 1
Traits:
Animal
To Defeat:
Combat 10
THEN Combat 11
When you would reveal a Melee weapon on the check to defeat, recharge it instead.
If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.
Mine Card 9:
Wounded Wanderer
Core
Barrier 1
Traits:
Task
To Defeat:
Wisdom
Craft
Divine
Survival 8
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Mine Card 10:
Shortbow
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 5
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character's combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.


Valeros / Matsu Kurisu
Scenario: 7-2D: What Lies Beneath the City

Card Upgrade
Tayce Soldado (AD2) in, Korvosan Guard out
The Beating (AD1) in, Incitation out

Banished cards

Loot
lt Leech, Pig out
lt Deathbane Light Crossbow, Throwing Axe out

Starting Location
#5: Mine

Starting Hand

"

Valeros wrote:

Hand: Banner of the Ancient Kings, lt Deathbane Light Crossbow, Giantbane Greataxe, Staff of Minor Healing, Tayce Soldado,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 1
NOTES:
Available Support: Distant: ANCIENT BANNER: +1 vs combat until failed combat/Recmove 1d4 scourges available
Local: If I have 2 or more (weapon/Armor), +1d4 on local combat. Available
Ally powers available

Movement: On Close:
Other: Hi I'm Valeros! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Tangled Briar, Scythe, The Wanderer, Battleaxe, Helm, Earthbreaker, The Keep, Standard Bearer, lt Leech, Full Plate, Half-Plate, The Beating
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Melee: Str +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
- Ranged: Dex +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
- Fortitude: Con +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☑ +1 ☐ +2
- Diplomacy: Cha +2

Favored Card: Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Armor | Weapon
POWERS:
On a local combat ([X] or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☐ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


Turn Order: Valeros, Thargrap/MauveAvengr, Kyra/Kulko,

Out of turn updates

Hour = 1 Valeros/MatsuKurisu: Henchman Proxy B3
Hour PowerSummon the danger

Start of Turn
At: #5: Mine

Hour: summon: 1d6 ⇒ 1
Ancient Skeleton: Story Bane, Type: Monster: : Combat 15(11+2+2)

Spoiler:
Traits: Skeleton Undead 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.

BYA recharge divine(Staff of Minor Healing)

Display Banner of the Ancient Kings - On all combat checks, add 1. If any character fails a combat check, bury this item.
You may bury to remove a total of up to 1d4 scourges from any number of characters.

Reveal lt Deathbane Light Crossbow 1d8+1+1d8+1+1d8, Banner of the Ancient Kings +1, Kyra vs Undead +1d6
Combat 15: 1d8 + 1 + 1d8 + 1 + 1d8 + 1 + 1d6 ⇒ (3) + 1 + (7) + 1 + (6) + 1 + (3) = 22 - Banished

Give: No
Move: No
At This Location: When you fail a check to defeat or acquire, mark this location with the scourge Entangled.

Free explore = 1: Flame Staff, Item 0: Arcane 4

Spoiler:
Traits:
Attack
Fire
Magic
Staff
To Acquire:
Arcane
Divine 4
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.

Arcane 4: 1d4 ⇒ 2 - Banished. Location is entangeld. Everyone is entangled

Discard Tayce Soldado explore = 2: Haunt, Barrier 2: Diplomacy 10(8+2)

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

Diplomacy 1d6+1+2, Valeros.reload(Giantbane Greataxe) +1d4, Kyra vs Undead +1d6
Diplomacy 10: 1d6 + 1 + 2 + 1d4 + 1d6 ⇒ (6) + 1 + 2 + (3) + (1) = 13 - banished

End of Turn
Recharge weapon or an armor from your hand ( ) or discards ( ).

Recovery

Reset
Discard
Draw up Giantbane Greataxe, Battleaxe, Half-Plate, The Keep

Display Half-Plate

Summary
Location = #5: Mine
Acquired =
Banished = 1: Flame Staff, 2: Haunt
Examined =

Added =

From Box =

Displayed =

Give =

Used =

Other = Location is entangeld. Everyone is entangled

"

Valeros wrote:

Hand: lt Deathbane Light Crossbow, Giantbane Greataxe, Battleaxe, The Keep,

Displayed: Banner of the Ancient Kings, Half-Plate,
Deck: 10 Discard: 1 Buried: 0
Hero Points: 1 // Valeros has the following scourges marked:
Entangled:
While Marked:
You cannot evade or move.

When your location is closed, remove this scourge.


NOTES:
Available Support: Distant: ANCIENT BANNER: +1 vs combat until failed combat/Recmove 1d4 scourges available
Local: If I have 2 or more (weapon/Armor), +1d4 on local combat. Available
Ally powers available

Movement: On Close:
Other: Hi I'm Valeros! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Tangled Briar, lt Leech, Helm, The Beating, Standard Bearer, Full Plate, Earthbreaker, Scythe, The Wanderer
Recharged: Staff of Minor Healing,
Discard Pile: Tayce Soldado,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Melee: Str +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
- Ranged: Dex +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
- Fortitude: Con +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☑ +1 ☐ +2
- Diplomacy: Cha +2

Favored Card: Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Armor | Weapon
POWERS:
On a local combat ([X] or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☐ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


Deck Handler

Turn Order: Valeros, Thargrap, Kyra
Out of Turn Updates: Become Entangled

Turn: Turn 2 - Urgathoa's Gluttony

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

Hour Power: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.

SOT: Display Blood God Nulgreth

Move: Stay at Mine

Explore: Grounded Studded Leather

Grounded Studded Leather:
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.

Fortitude 11: 1d8 + 2 + 1d6 ⇒ (1) + 2 + (5) = 8

Not acquired. Discard Blessing of the Gods to explore again.

Explore 2: Villain Proxy V1

Acid Mantis Queen:
Acid Mantis Queen

Story Bane
Type: Monster
Traits: Trigger Vermin Veteran
To Defeat: Combat 10+##
When examined, suffer 1 Acid damage.
Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0).
If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.

Valeros summons and encounters Acid Mantis Queen. For Thargrap, treat # as 3. Reveal Gallivance and bury Blessing of Sivanah to do Melee+1d6+1+Arcana. Ancient Banner adds 1 to check.

Combat 10+3+3=16: 1d10 + 3 + 1d6 + 1 + 1d8 + 2 + 1 ⇒ (6) + 3 + (5) + 1 + (1) + 2 + 1 = 19

Defeated. Location closed. Move to Spider Nest. Valeros and Kyra must move.

End Turn: Reset hand.

Recovery: N/a

[u]Summary[/u]:
Move: Mine -> Spider's Nest
Acquired: N/a
Banished: Mine Card 1,2: Grounded Studded Leather, Villan Proxy V1 aka Acid Mantis Queen
Examined: N/a
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): Valeros must summon Acid Mantis Queen with # treated as 1 lower (then 1 higher from scenario power). Valeros and Kyra must move.

Thargrap wrote:

Hand: Gallivance, Pyrotechnic Blast, Bound Elemental, Blackwing Librarian,

Displayed: Blood God Nulgreth,
Deck: 11 Discard: 1 Buried: 1
Current Location: Spider's Nest
Hero Points: 3
Paizo Reroll: 7-2C USED
NOTES:
Available Support: When local character defeats monster: Bury it
Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Spellbound, Blessing of Iomedae, Tussah Silk Cloak, Strength, Byzantine Lexicon, Enervation (loot), Blessing of Thoth, Fiery Weapon, Ring of Protection (loot), Dwarven Longhammer +1, Fire Snake
Recharged:
Discard Pile: Blessing of the Gods,
Buried Pile: Blessing of Sivanah,

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

A Night in Bloodthorne Manor Reward: “When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.”

Favored Card: Weapon
Hand Size: 4 ☐ 5
Proficiencies:
Weapons Arcane
POWERS:
On your (☐ or a local) check against a monster, you may bury a card from your discard or banish a buried card to add 1d6 (☑1d8).
When a local character defeats a monster and would banish it, you may bury it instead.
☑You may banish a boon to draw a card; this power cannot be used during an encounter. (When you gain this feat, also check a feat box on your cohort Blood God Nulgreth).


Blood God Nulgreth:

Traits: Outsider, Eidolon, Arcane, Veteran, Owner: Thargrap
POWERS:
Display. When displayed:
On your Strength of Constitution check, you may banish a buried card to add 1d4 plus the card's level.
When not in an encounter, you may banish a buried card to draw a card or move.
☑When you encounter a monster, reload to ignore its before or after acting power
☐Reload to avenge; during this encounter, your checks are blessed


staying together. Move to spiders nest


On Thargrap's turn

Summon & encounter small Acid Mantis Queens: Combat 12(10+2-1+2-1)

Spoiler:
Story Bane
Type: Monster
Traits: Trigger Vermin Veteran
To Defeat: Combat 10+##
When examined, suffer 1 Acid damage.
Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0).
If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.

Ignore BYA, summon can't summon another
Reveal Giantbane Greataxe 1d10+1+2+1d12+1, Ancient banner +1
Combat 12: 1d10 + 1 + 2 + 1d12 + 1 + 1 ⇒ (4) + 1 + 2 + (1) + 1 + 1 = 10 Failing. Use Paizo reroll.
Combat 12: 4 + 1 + 2 + 1d12 + 1 + 1 ⇒ 4 + 1 + 2 + (4) + 1 + 1 = 13 - Banished

Entangled removed when location closed by Thargrap
staying together. Move to spiders nest

"

Valeros wrote:

Hand: lt Deathbane Light Crossbow, Giantbane Greataxe, Battleaxe, The Keep,

Displayed: Banner of the Ancient Kings, Half-Plate,
Deck: 10 Discard: 1 Buried: 0
Hero Points: 1
NOTES:
Available Support: Distant: ANCIENT BANNER: +1 vs combat until failed combat/Remove 1d4 scourges available
Local: If I have 2 or more (weapon/Armor), +1d4 on local combat. Available
Ally powers available

Movement: On Close:
Other: Hi I'm Valeros! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Earthbreaker, Full Plate, Standard Bearer, The Tangled Briar, lt Leech, Helm, The Wanderer, The Beating, Scythe
Recharged: Staff of Minor Healing,
Discard Pile: Tayce Soldado,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Melee: Str +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
- Ranged: Dex +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
- Fortitude: Con +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☑ +1 ☐ +2
- Diplomacy: Cha +2

Favored Card: Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Armor | Weapon
POWERS:
On a local combat ([X] or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☐ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.

Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

"


Shiv Battle Map | Campaign Page

During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing.
Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings
of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).

During This Scenario: 7-2D: What Lies Beneath the City
Harrow Suit: Crowns

Setup:

Create the Hourglass with 5 fewer Blessings then shuffle 5 Proxy Bs into it.

Always keep the top 3 cards of the hourglass faceup. When you advance the hour, if it is a Proxy B, Summon and Encounter the danger

While anyone encounters a villain, treat # as 1 higher.

On your turn you may reload a card to examine the top card of your location.

Additional Rules: Villain:

Acid Mantis Queen - V1:

Story Bane
Type: Monster
Traits: Trigger Vermin Veteran
To Defeat: Combat 10+##
When examined, suffer 1 Acid damage.
Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0).
If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.

Henchmen A (Closing):

Acid Mantis Queens:

Story Bane
Type: Monster
Traits: Trigger Vermin Veteran
To Defeat: Combat 10+##
When examined, suffer 1 Acid damage.
Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0).
If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.

Danger:
Each time you encounter the danger randomly choose a undead story bane.

Ancient Skeleton:

Story Bane
Type: Monster
Traits: Skeleton Undead 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.

Wight:

Story Bane
Type: Monster
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.

Zombie Minions:

Story Bane
Type: Monster
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.

Mummy:

Story Bane
Type: Monster
Traits: Mummy Undead Veteran
To Defeat: Combat 14+##
Immune to Cold, Mental, and Poison. Vulnerable to Fire. If undefeated, bury your discards and suffer the scourge Wounded.

Vampire:

Story Bane
Type: Monster
Traits: Undead Vampire Veteran
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison. While acting, before any character plays a card, that character recharges a card. If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

Wraith:

Story Bane
Type: Monster
Traits: Incorporeal Undead Veteran Wraith
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.

Scenario Level (#): 2

Turn: 3, Kyra/Kulko

Random Cards:

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

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

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

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

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

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

Spoiler:
Cutpurse Gang
CotCT
Barrier 0
Traits:
Obstacle
To Defeat:
Wisdom
Perception
Stealth 5
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.

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

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

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

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:
Kukri
CotCT
Weapon 0
Traits:
Finesse
Knife
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 4
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally recharge to add another 1d4.

Spoiler:
Shortsword
Core
Weapon 0
Traits:
Finesse
Melee
Piercing
Sword
To Acquire:
Strength
Stealth
Melee 4
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.

Spoiler:
Longbow
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d8.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.

Spoiler:
Dagger
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 3
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

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

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


Spoiler:
Revitalize
Core
Spell 0
Traits:
Divine
Magic
Healing
To Acquire:
WisdomDivine 6
Banish to heal each local character a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

Spoiler:
Sanctuary
CotCT
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
When a local character encounters a monster, banish to let them evade it; reload the monster into its location.

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


Spoiler:
Detect Magic
Core
Spell 0
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 3
Banish to examine the top card of your location. If it is a Magic card, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 5 check to recharge it instead.

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

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


Armors
Spoiler:
Slick Leather
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.

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

Spoiler:
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:
Klar
CotCT
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 5
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.

Spoiler:
Full Plate
Core
Armor 1
Traits:
Heavy Armor
To Acquire:
ConstitutionFortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

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

Spoiler:
Compass
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Survival 4
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.

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

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.

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

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


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

Spoiler:
Priest of Abadar
CotCT
Ally 1
Traits:
Cleric
Halfling
To Acquire:
Charisma
Diplomacy 6
OR Bury A Boon 0
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.

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

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

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

Spoiler:
The 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.

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

Spoiler:
The Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.

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

Hour Power: At the start of your turn, you may recharge any number of cards then reset.

Current Hour:

The Survivor:
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.

Hours Remaining: 27

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 1 Valeros/MatsuKurisu
Henchman Proxy B2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Hourglass Card 2 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 2 Thargrap/MauveAvenger
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 3 Kyra/Kulko:
Spoiler:
Hourglass Card 3 Kyra/Kulko
The Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Hourglass Card 4 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 4 Valeros/MatsuKurisu
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 5 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 5 Thargrap/MauveAvenger
The Unicorn
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: Your check to acquire is blessed.
To Acquire:
Charisma
Disable 4+#
On any check, discard to bless.
On another character's check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Hourglass Card 6 Kyra/Kulko:
Spoiler:
Hourglass Card 6 Kyra/Kulko
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 7 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 7 Valeros/MatsuKurisu
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 8 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 8 Thargrap/MauveAvenger
Henchman Proxy B4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Hourglass Card 9 Kyra/Kulko:
Spoiler:
Hourglass Card 9 Kyra/Kulko
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.
Hourglass Card 10 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 10 Valeros/MatsuKurisu
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Hourglass Card 11 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 11 Thargrap/MauveAvenger
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 12 Kyra/Kulko:
Spoiler:
Hourglass Card 12 Kyra/Kulko
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 13 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 13 Valeros/MatsuKurisu
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 14 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 14 Thargrap/MauveAvenger
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 Kyra/Kulko:
Spoiler:
Hourglass Card 15 Kyra/Kulko
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 16 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 16 Valeros/MatsuKurisu
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 17 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 17 Thargrap/MauveAvenger
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Hourglass Card 18 Kyra/Kulko:
Spoiler:
Hourglass Card 18 Kyra/Kulko
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 19 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 19 Valeros/MatsuKurisu
The Tyrant
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
Hourglass Card 20 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 20 Thargrap/MauveAvenger
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 21 Kyra/Kulko:
Spoiler:
Hourglass Card 21 Kyra/Kulko
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 22 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 22 Valeros/MatsuKurisu
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 23 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 23 Thargrap/MauveAvenger
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 24 Kyra/Kulko:
Spoiler:
Hourglass Card 24 Kyra/Kulko
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 25 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 25 Valeros/MatsuKurisu
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.
Hourglass Card 26 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 26 Thargrap/MauveAvenger
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 27 Kyra/Kulko:
Spoiler:
Hourglass Card 27 Kyra/Kulko
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.

Location #1: Caves
Underground
Wild
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Caves Card 1:
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Caves Card 2:
Elven Curve Blade
CotCT
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Caves Card 3:
Mob of Undead
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Caves Card 4:
Exploding Runes
Core
Barrier 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
Caves Card 5:
Blast Stone
Core
Item 0
Traits:
Alchemical
Object
To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Caves Card 6:
Giant Fly
Core
Monster 1
Traits:
Vermin
To Defeat:
Combat 10
If undefeated, bury a random card from your discards.
After acting, shuffle this monster into a random other location.
Caves Card 7:
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.
Caves Card 8:
Giant Toad
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
Caves Card 9:
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.
Caves Card 10:
Spyglass
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
Caves Card 11:
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.

Location #2: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
Oubliette Card 1:
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Oubliette Card 2:
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.
Oubliette Card 3:
Ghost
Core
Monster 1
Traits:
Ghost
Incorporeal
Mental
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 6+#
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Oubliette Card 4:
Quarterstaff of Vaulting
Core
Weapon 1
Traits:
2-Handed
Bludgeoning
Magic
Melee
Staff
To Acquire:
Strength
Melee 8
OR Acrobatics 6
For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
Recharge to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Oubliette Card 5:
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.
Oubliette Card 6:
Troubadour
Core
Ally 0
Traits:
Bard
Human
To Acquire:
Charisma
Diplomacy 4
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.
Oubliette Card 7:
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Oubliette Card 8:
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.
Oubliette Card 9:
Werewolf
Core
Monster 1
Traits:
Lycanthrope
To Defeat:
Combat 11
OR Knowledge 7
If the hour's level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
Oubliette Card 10:
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.
Oubliette Card 11:
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.

Location #3: Spider Nest
Underground
Wild
At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
When Closing: Summon and defeat the story bane Monstrous Spider.
When Permanently Closed: No effect.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Valeros/MatsuKurisu, Thargrap/MauveAvenger, Kyra/Kulko, None
Spider Nest Card 1:
Gentleman Explorer
CotCT
Ally 1
Traits:
Human
Aristocrat
To Acquire:
Charisma
Diplomacy 8
OR Knowledge 5
On a local check against a barrier or an ally, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
Spider Nest 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.
Spider Nest Card 3:
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.
Spider Nest Card 4:
Allip
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Spider Nest Card 5:
Shadow
CotCT
Monster 1
Traits:
Shadow
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.
Spider Nest Card 6:
Cleaving Battleaxe
CotCT
Weapon 2
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.
Spider Nest Card 7:
Zombie
Core
Monster 0
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Spider Nest Card 8:
Twitch Tonic
CotCT
Item 2
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 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.

Spider Nest Card 9:
Spiked Breastplate
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Spider Nest Card 10:
Villain Proxy V1
Core
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.
Spider Nest Card 11:
Crocodile
Core
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 11
Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.

Location #4: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Pits Card 1:
Dissident Guard
CotCT
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
Pits Card 2:
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.
Pits Card 3:
Armor of Insults
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* To avenge, you may discard a card.
Pits 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.
Pits Card 5:
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.
Pits Card 6:
Holy Light
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Pits Card 7:
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.
Pits Card 8:
Bound Homunculus
Core
Ally 2
Traits:
Construct
Magic
To Acquire:
Intelligence
Arcane
Craft 8
OR Charisma
Diplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.

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

Pits Card 9:
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.
Pits Card 10:
Brawl
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Pits Card 11:
Sling
Core
Weapon 0
Traits:
Ranged
Sling
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.


Deckhandler - Kyra (Core)

Offturn:
Move with Party to Spiders Nest

Turn 3: Kyra
The Hour is The Survivor
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.

Start if Turn
Next three blessings will be:
Henchman B (Valeros will have to fight it again)
Lost
Twin

Free explore
Encounter Gentleman Explorer

CtA Diplo 8: 1d8 + 1 ⇒ (8) + 1 = 9 Aquired

Forgot to use all my Examine
Cast Augury calling Monster
Acid Queen
Vampiric Mist
Allip
Acid Queen trigger one acid damage - Discard Gentleman Explorer
Everything in Perfect order, but I cant really defeat two Combat 14 checks with my current hand so ending my turn.
Play Harrow Deck on Pits.
Dissdent Guard
Geist
Armor of Insults
Put Geist on thirds.

Kyra ends her turn.
Kyra recharges Our Lord in Iron and is healed for 1: (Gentleman Explorer). Deck shuffled.

Kyra attempts to recover all cards in her Recovery pile.
Augury: Divine 8: 1d10 + 4 ⇒ (2) + 4 = 6 -> Augury discarded.
Harrow Deck: Perception 12: 1d10 + 3 + 1d4 ⇒ (4) + 3 + (4) = 11 -> Harrow Deck Buried.

Kyra resets her hand.

Kyra wrote:

Hand: Flaming Mace, Magistrate, Desna's Freedom, Holy Light, Glorious Warhammer,

Displayed:
Deck: 11 Discard: 1 Buried: 1
Hero Points: 2
Box Reroll Used: No
NOTES:
Available Support: Kyra gives a free 1d6 vs. Undead

Movement: Move with Valeros if location closes
Other: Hi I'm Kyra! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cure, Divine Insight, Prayer, Gentleman Explorer (Acq), Blessing of the Gods, Holy Symbol, The Paladin, Shield of Resistance (Loot), Deathgrip, Gozreh's Growth
Recharged: Our Lord in Iron (Loot),
Discard Pile: Augury,
Buried Pile: Harrow Deck,

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☐ +2 ☐ +3
Melee : STR+2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude:CON+2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: WIS+3
Perception: WIS+2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: CHA+1

Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Armor, Divine, [] Weapon
POWERS:
On a local check against an Outsider or Undead bane, add 1d4 ([X] 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
[X] Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.


Shiv Battle Map | Campaign Page

During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing.
Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings
of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).

During This Scenario: 7-2D: What Lies Beneath the City
Harrow Suit: Crowns

Setup:

Create the Hourglass with 5 fewer Blessings then shuffle 5 Proxy Bs into it.

Always keep the top 3 cards of the hourglass faceup. When you advance the hour, if it is a Proxy B, Summon and Encounter the danger

While anyone encounters a villain, treat # as 1 higher.

On your turn you may reload a card to examine the top card of your location.

Additional Rules: Villain:

Acid Mantis Queen - V1:

Story Bane
Type: Monster
Traits: Trigger Vermin Veteran
To Defeat: Combat 10+##
When examined, suffer 1 Acid damage.
Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0).
If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.

Henchmen A (Closing):

Acid Mantis Queens:

Story Bane
Type: Monster
Traits: Trigger Vermin Veteran
To Defeat: Combat 10+##
When examined, suffer 1 Acid damage.
Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0).
If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.

Danger:
Each time you encounter the danger randomly choose a undead story bane.

Ancient Skeleton:

Story Bane
Type: Monster
Traits: Skeleton Undead 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.

Wight:

Story Bane
Type: Monster
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.

Zombie Minions:

Story Bane
Type: Monster
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.

Mummy:

Story Bane
Type: Monster
Traits: Mummy Undead Veteran
To Defeat: Combat 14+##
Immune to Cold, Mental, and Poison. Vulnerable to Fire. If undefeated, bury your discards and suffer the scourge Wounded.

Vampire:

Story Bane
Type: Monster
Traits: Undead Vampire Veteran
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison. While acting, before any character plays a card, that character recharges a card. If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

Wraith:

Story Bane
Type: Monster
Traits: Incorporeal Undead Veteran Wraith
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.

Scenario Level (#): 2

Turn: 4, Valeros/MatsuKurisu

Random Cards:

Monsters
Spoiler:
Boggard
CotCT
Monster 1
Traits:
Aquatic
Boggard
To Defeat:
Combat 10
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.

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

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

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

Barriers
Spoiler:
Pit Trap
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.

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

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

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

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

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

Spoiler:
Battleaxe
Core
Weapon 0
Traits:
Axe
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.

Spoiler:
Cruel Longsword
CotCT
Weapon 1
Traits:
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.

Spoiler:
Earthbreaker
CotCT
Weapon 1
Traits:
2-Handed
Bludgeoning
Hammer
Melee
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d12; 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, recharge to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.

Spoiler:
Warhammer
Core
Weapon 0
Traits:
Hammer
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.

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

Spoiler:
Detect Magic
Core
Spell 0
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 3
Banish to examine the top card of your location. If it is a Magic card, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 5 check to recharge it instead.

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

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


Spoiler:
Fiery Glare
Core
Spell 0
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane 5
OR Wisdom
Divine 7
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
When you encounter a boon during your exploration, banish this spell to banish the boon and explore.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 9 check to recharge it instead.

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

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

Spoiler:
Full Plate
Core
Armor 1
Traits:
Heavy Armor
To Acquire:
ConstitutionFortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

Spoiler:
Magic Chain Mail
CotCT
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

Spoiler:
Armored Coat
CotCT
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 of those cards.
* When you suffer any damage, you may bury to reduce it to 0.

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

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

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


Spoiler:
Sage's Journal
Core
Item 0
Traits:
Book
To Acquire:
Intelligence
Knowledge 6
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.

Spoiler:
Compass
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Survival 4
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.

Spoiler:
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:
War Drum
CotCT
Item 0
Traits:
Instrument
To Acquire:
Constitution
Charisma 4
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.

Allies
Spoiler:
Mouse
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Stealth
Survival 4
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.

Spoiler:
Snake
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Survival 5
On a local combat check, recharge to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.

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

Spoiler:
Dog
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Survival 3
Recharge to examine the top card of your location.
Discard to explore. This exploration, you may ignore powers that happen before acting.

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

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

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

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

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

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

Hour Power:

Current Hour:

Henchman Proxy B2:
Henchman Proxy B2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.

Hours Remaining: 26

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 1 Thargrap/MauveAvenger
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 2 Kyra/Kulko:
Spoiler:
Hourglass Card 2 Kyra/Kulko
The Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Hourglass Card 3 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 3 Valeros/MatsuKurisu
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 4 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 4 Thargrap/MauveAvenger
The Unicorn
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: Your check to acquire is blessed.
To Acquire:
Charisma
Disable 4+#
On any check, discard to bless.
On another character's check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Hourglass Card 5 Kyra/Kulko:
Spoiler:
Hourglass Card 5 Kyra/Kulko
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 6 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 6 Valeros/MatsuKurisu
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 7 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 7 Thargrap/MauveAvenger
Henchman Proxy B4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Hourglass Card 8 Kyra/Kulko:
Spoiler:
Hourglass Card 8 Kyra/Kulko
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.
Hourglass Card 9 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 9 Valeros/MatsuKurisu
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Hourglass Card 10 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 10 Thargrap/MauveAvenger
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 11 Kyra/Kulko:
Spoiler:
Hourglass Card 11 Kyra/Kulko
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 12 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 12 Valeros/MatsuKurisu
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 13 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 13 Thargrap/MauveAvenger
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 14 Kyra/Kulko:
Spoiler:
Hourglass Card 14 Kyra/Kulko
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 15 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 15 Valeros/MatsuKurisu
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 16 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 16 Thargrap/MauveAvenger
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Hourglass Card 17 Kyra/Kulko:
Spoiler:
Hourglass Card 17 Kyra/Kulko
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 18 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 18 Valeros/MatsuKurisu
The Tyrant
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
Hourglass Card 19 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 19 Thargrap/MauveAvenger
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 20 Kyra/Kulko:
Spoiler:
Hourglass Card 20 Kyra/Kulko
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 21 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 21 Valeros/MatsuKurisu
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 22 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 22 Thargrap/MauveAvenger
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 23 Kyra/Kulko:
Spoiler:
Hourglass Card 23 Kyra/Kulko
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 24 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 24 Valeros/MatsuKurisu
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.
Hourglass Card 25 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 25 Thargrap/MauveAvenger
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 26 Kyra/Kulko:
Spoiler:
Hourglass Card 26 Kyra/Kulko
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.

Location #1: Caves
Underground
Wild
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Caves Card 1:
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Caves Card 2:
Elven Curve Blade
CotCT
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Caves Card 3:
Mob of Undead
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Caves Card 4:
Exploding Runes
Core
Barrier 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
Caves Card 5:
Blast Stone
Core
Item 0
Traits:
Alchemical
Object
To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Caves Card 6:
Giant Fly
Core
Monster 1
Traits:
Vermin
To Defeat:
Combat 10
If undefeated, bury a random card from your discards.
After acting, shuffle this monster into a random other location.
Caves Card 7:
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.
Caves Card 8:
Giant Toad
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
Caves Card 9:
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.
Caves Card 10:
Spyglass
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
Caves Card 11:
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.

Location #2: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
Oubliette Card 1:
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Oubliette Card 2:
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.
Oubliette Card 3:
Ghost
Core
Monster 1
Traits:
Ghost
Incorporeal
Mental
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 6+#
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Oubliette Card 4:
Quarterstaff of Vaulting
Core
Weapon 1
Traits:
2-Handed
Bludgeoning
Magic
Melee
Staff
To Acquire:
Strength
Melee 8
OR Acrobatics 6
For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
Recharge to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Oubliette Card 5:
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.
Oubliette Card 6:
Troubadour
Core
Ally 0
Traits:
Bard
Human
To Acquire:
Charisma
Diplomacy 4
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.
Oubliette Card 7:
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Oubliette Card 8:
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.
Oubliette Card 9:
Werewolf
Core
Monster 1
Traits:
Lycanthrope
To Defeat:
Combat 11
OR Knowledge 7
If the hour's level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
Oubliette Card 10:
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.
Oubliette Card 11:
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.

Location #3: Spider Nest
Underground
Wild
At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
When Closing: Summon and defeat the story bane Monstrous Spider.
When Permanently Closed: No effect.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Valeros/MatsuKurisu, Thargrap/MauveAvenger, Kyra/Kulko, None
Spider Nest Card 1 (Henchman Proxy A2):
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.
Spider Nest Card 2 (Vampiric Mist):
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.
Spider Nest Card 3 (Allip):
Allip
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Spider Nest Card 4:
Shadow
CotCT
Monster 1
Traits:
Shadow
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.
Spider Nest Card 5:
Cleaving Battleaxe
CotCT
Weapon 2
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.
Spider Nest Card 6:
Zombie
Core
Monster 0
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Spider Nest Card 7:
Twitch Tonic
CotCT
Item 2
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 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.

Spider Nest Card 8:
Spiked Breastplate
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Spider Nest Card 9:
Villain Proxy V1
Core
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.
Spider Nest Card 10:
Crocodile
Core
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 11
Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.

Location #4: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Pits Card 1 (Dissident Guard):
Dissident Guard
CotCT
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
Pits Card 2 (Armor of Insults):
Armor of Insults
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* To avenge, you may discard a card.
Pits Card 3 (Geist):
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.
Pits 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.
Pits Card 5:
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.
Pits Card 6:
Holy Light
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Pits Card 7:
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.
Pits Card 8:
Bound Homunculus
Core
Ally 2
Traits:
Construct
Magic
To Acquire:
Intelligence
Arcane
Craft 8
OR Charisma
Diplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.

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

Pits Card 9:
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.
Pits Card 10:
Brawl
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Pits Card 11:
Sling
Core
Weapon 0
Traits:
Ranged
Sling
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.


Turn Order: Valeros, Thargrap/MauveAvengr, Kyra/Kulko,

Out of turn updates

Hour = 1 Valeros/MatsuKurisu: Henchman Proxy B3
Hour PowerSummon the danger

Start of Turn
At: #3: Spider Nest

Hour: summon: 1d6 ⇒ 2
Wight: Story Bane: Combat 15(11+2+2)

Spoiler:
Type: Monster
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.

BYA 1 cold damage. Discard Battleaxe

Reveal lt Deathbane Light Crossbow 1d8+1+1d8+1+1d8, Banner of the Ancient Kings +1, Kyra vs Undead +1d6
Combat 14: 1d8 + 1 + 1d8 + 1 + 1d8 + 1 + 1d6 ⇒ (2) + 1 + (8) + 1 + (4) + 1 + (1) = 18 - Banished
Turn paused


Deckhandler - Kyra (Core)

Fight against the Acid Queen soldier:

Reveal Flaming mace
Combat 10+2*(2-1)=12: 1d8 + 3 + 1d8 + 1d4 + 1 ⇒ (1) + 3 + (5) + (1) + 1 = 11 Box reroll to save banner
Combat 12: 1d8 + 10 ⇒ (8) + 10 = 18[ooc]Defeated[/dice]


Continuing turn
Free explore = 1: Henchman Proxy A2
Acid Mantis Queens, Story Bane: : Combat 14(10+2+2)

Spoiler:
Type: Monster
Traits: Trigger Vermin Veteran
To Defeat: Combat 10+##
When examined, suffer 1 Acid damage.
Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0).
If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.

Reveal Giantbane Greataxe 1d10+1+2+1d12+1, Banner of the Ancient Kings +1, Valeros.Reload(lt Deathbane Light Crossbow) +1d4
Combat 14: 1d10 + 1 + 2 + 1d12 + 1 + 1 + 1d4 ⇒ (4) + 1 + 2 + (5) + 1 + 1 + (4) = 18 - Banished.

Location #3: Spider Nest.When Closing: Summon and defeat the story bane Monstrous Spider.
Monstrous Spider, Story Bane: : Combat 14(10+2+2)

Spoiler:
Type: Monster
vermin, veteran
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.

BYA Str 5(3+2): 1d10 + 1 ⇒ (7) + 1 = 8
Reveal Giantbane Greataxe 1d10+1+2+1d12+1, Banner of the Ancient Kings +1, Valeros.Reload(Giantbane Greataxe) +1d4
Combat 14: 1d10 + 1 + 2 + 1d12 + 1 + 1 + 1d4 ⇒ (6) + 1 + 2 + (5) + 1 + 1 + (1) = 17 - Banished
#3: Spider Nest - CLOSED

Move to #2: Oubliette on Close

End of Turn
Recharge weapon or an armor from your hand ( ) or discards ( ).

Recovery

Reset
Discard
Draw up Giantbane Greataxe, lt Deathbane Light Crossbow, lt Leech, Earthbreaker

Display Half-Plate

Summary
Location = #3: Spider Nest - CLOSED
Acquired =
Banished = 1: Henchman Proxy A2
Examined =

Added =

From Box =

Displayed =

Give =

Used =

Other = Move to #2: Oubliette on Close

"

Valeros wrote:

Hand: lt Deathbane Light Crossbow, Giantbane Greataxe, lt Leech, Earthbreaker, The Keep,

Displayed: Banner of the Ancient Kings, Half-Plate,
Deck: 8 Discard: 2 Buried: 0
Hero Points: 1
NOTES:
Available Support: Distant: ANCIENT BANNER: +1 vs combat until failed combat/Remove 1d4 scourges available
Local: If I have 2 or more (weapon/Armor), +1d4 on local combat. Available
Ally powers available

Movement: On Close:
Other: Hi I'm Valeros! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Full Plate, The Wanderer, Standard Bearer, The Tangled Briar, The Beating, Helm, Scythe
Recharged: Staff of Minor Healing,
Discard Pile: Tayce Soldado, Battleaxe,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Melee: Str +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
- Ranged: Dex +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
- Fortitude: Con +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☑ +1 ☐ +2
- Diplomacy: Cha +2

Favored Card: Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Armor | Weapon
POWERS:
On a local combat ([X] or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☐ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.

Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

"


Deck Handler

Turn Order: Valeros, Thargrap, Kyra
Out of Turn Updates: Bury Valeros's Acid Mantis Queen aka Henchman Proxy A2. Move to Oubliette

Turn: Turn 5 - The Lost

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.

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

SOT: N/a

Move: Stay at Oubliette

Explore: Pharasma's Knowing

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

Wisdom 4+2=6: 1d6 ⇒ 5

Not acquired. Discard Blackwing Librarian to explore again.

Explore 2: Ghastly Runes

Ghastly Runes:
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.

Arcane 4+2=6: 1d8 + 3 ⇒ (3) + 3 = 6

End Turn: Reset hand.

Recovery: N/a

[u]Summary[/u]:
Move: Oubliette
Acquired: N/a
Banished: Oubliette Card 1&2: Pharasma's Knowing, Ghastly Runes
Examined: N/a
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a

Thargrap wrote:

Hand: Gallivance, Pyrotechnic Blast, Fire Snake, Bound Elemental,

Displayed: Blood God Nulgreth,
Deck: 10 Discard: 2 Buried: 2
Current Location: Oubliette
Hero Points: 3
Paizo Reroll: 7-2D not used
NOTES:
Available Support: When local character defeats monster: Bury it
Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Tussah Silk Cloak, Fiery Weapon, Enervation (loot), Blessing of Iomedae, Byzantine Lexicon, Blessing of Thoth, Blessing of the Spellbound, Strength, Ring of Protection (loot), Dwarven Longhammer +1
Recharged:
Discard Pile: Blessing of the Gods, Blackwing Librarian,
Buried Pile: Blessing of Sivanah, Henchman Proxy A2 (lvl 2),

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

A Night in Bloodthorne Manor Reward: “When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.”

Favored Card: Weapon
Hand Size: 4 ☐ 5
Proficiencies:
Weapons Arcane
POWERS:
On your (☐ or a local) check against a monster, you may bury a card from your discard or banish a buried card to add 1d6 (☑1d8).
When a local character defeats a monster and would banish it, you may bury it instead.
☑You may banish a boon to draw a card; this power cannot be used during an encounter. (When you gain this feat, also check a feat box on your cohort Blood God Nulgreth).


Blood God Nulgreth:

Traits: Outsider, Eidolon, Arcane, Veteran, Owner: Thargrap
POWERS:
Display. When displayed:
On your Strength of Constitution check, you may banish a buried card to add 1d4 plus the card's level.
When not in an encounter, you may banish a buried card to draw a card or move.
☑When you encounter a monster, reload to ignore its before or after acting power
☐Reload to avenge; during this encounter, your checks are blessed


Shiv Battle Map | Campaign Page

The Villain was found at the Spiders nest, so the location is not closed and Valeros stays there. Still assume Thargrap moves to the Oubliette.


Deckhandler - Kyra (Core)

Turn 6: Kyra
The Hour is The Twin
When this is the hour: On your check, the first item or ally played is played freely.

Start of Turn
Move to Oubliette
Free explore

Ghost:

Core Monster 1
Traits: Ghost Incorporeal Mental Undead Veteran
To Defeat: Combat 11+## OR Divine 6+#
Immune to Mental and Poison. All damage is Mental damage that may not be reduced. If the check to defeat does not have the Magic trait, this monster is undefeated.

Exactly my cup of tea.
Praying to sarenrae to Turn Undead.

Divine 6+2=8: 1d10 + 4 + 1d6 ⇒ (5) + 4 + (5) = 14 Banished

Discard Magistrate to explore

Quarterstaff of Vaulting:

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

CtA Melee 8: 1d8 + 3 ⇒ (7) + 3 = 10 Acquired

Kyra recharges Desnas Freedom and is healed for 1: (Magistrate). Deck shuffled.

Kyra wrote:

Hand: Flaming Mace, Divine Insight, Holy Symbol, Holy Light, Glorious Warhammer,

Displayed:
Deck: 11 Discard: 1 Buried: 1
Hero Points: 2
Box Reroll Used: No
NOTES:
Available Support: Kyra gives a free 1d6 vs. Undead

Movement: Move with Valeros if location closes
Other: Hi I'm Kyra! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Magistrate, Cure, Gozreh's Growth, Prayer, Gentleman Explorer (Acq), The Paladin, Shield of Resistance (Loot), Blessing of the Gods, Deathgrip, Our Lord in Iron (Loot)
Recharged: Desna's Freedom,
Discard Pile: Augury,
Buried Pile: Harrow Deck,

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☐ +2 ☐ +3
Melee : STR+2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude:CON+2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: WIS+3
Perception: WIS+2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: CHA+1

Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Armor, Divine, [] Weapon
POWERS:
On a local check against an Outsider or Undead bane, add 1d4 ([X] 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
[X] Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.


Shiv Battle Map | Campaign Page

During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing.
Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings
of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).

During This Scenario: 7-2D: What Lies Beneath the City
Harrow Suit: Crowns

Setup:

Create the Hourglass with 5 fewer Blessings then shuffle 5 Proxy Bs into it.

Always keep the top 3 cards of the hourglass faceup. When you advance the hour, if it is a Proxy B, Summon and Encounter the danger

While anyone encounters a villain, treat # as 1 higher.

On your turn you may reload a card to examine the top card of your location.

Additional Rules: Villain:

Acid Mantis Queen - V1:

Story Bane
Type: Monster
Traits: Trigger Vermin Veteran
To Defeat: Combat 10+##
When examined, suffer 1 Acid damage.
Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0).
If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.

Henchmen A (Closing):

Acid Mantis Queens:

Story Bane
Type: Monster
Traits: Trigger Vermin Veteran
To Defeat: Combat 10+##
When examined, suffer 1 Acid damage.
Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0).
If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.

Danger:
Each time you encounter the danger randomly choose a undead story bane.

Ancient Skeleton:

Story Bane
Type: Monster
Traits: Skeleton Undead 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.

Wight:

Story Bane
Type: Monster
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.

Zombie Minions:

Story Bane
Type: Monster
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.

Mummy:

Story Bane
Type: Monster
Traits: Mummy Undead Veteran
To Defeat: Combat 14+##
Immune to Cold, Mental, and Poison. Vulnerable to Fire. If undefeated, bury your discards and suffer the scourge Wounded.

Vampire:

Story Bane
Type: Monster
Traits: Undead Vampire Veteran
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison. While acting, before any character plays a card, that character recharges a card. If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

Wraith:

Story Bane
Type: Monster
Traits: Incorporeal Undead Veteran Wraith
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.

Scenario Level (#): 2

Turn: 7, Valeros/MatsuKurisu

Random Cards:

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

Spoiler:
Allip
Core
Monster 1
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
OR Divine 8
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.

Spoiler:
Attic Whisperer
Core
Monster 1
Traits:
Mental
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.

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

Spoiler:
Dire Badger
Core
Monster 1
Traits:
Animal
To Defeat:
Combat 11
OR Perception
Survival 6
If undefeated, shuffle this monster into a random location.
If defeated by a combat check, suffer 1d4 Combat damage.

Barriers
Spoiler:
Poison Gas
Core
Barrier 1
Traits:
Poison
Trap
Veteran
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.

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

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

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

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

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

Spoiler:
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:
Deathbane Light Crossbow
Core
Weapon 1
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.

Spoiler:
Dagger
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 3
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

Spoiler:
Longspear
Core
Weapon 0
Traits:
2-Handed
Melee
Piercing
Spear
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.

Spells
Spoiler:
Divine Insight
Core
Spell 0
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 6
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

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

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


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

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


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

Spoiler:
Life Drain
Core
Spell 1
Traits:
Arcane
Attack
Divine
Healing
Magic
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 9
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead.

Armors
Spoiler:
Klar
CotCT
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 5
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.

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

Spoiler:
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:
Slick Leather
CotCT
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* On your check to move, add 1d10.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.

Spoiler:
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.

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

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


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

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:
Sage's Journal
Core
Item 0
Traits:
Book
To Acquire:
Intelligence
Knowledge 6
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.

Spoiler:
Token of Remembrance
Core
Item 0
Traits:
Arcane
Divine
Magic
Object
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.

Allies
Spoiler:
Burglar
CotCT
Ally 0
Traits:
Human
Trigger
To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6
When examined, encounter this card.
When you encounter this card, if you do not acquire it, discard a random boon.
On a local check to defeat a barrier, recharge to add 1d6.
Discard to examine the top card of your location; if it is a boon, you may explore.

Spoiler:
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:
Acolyte
Core
Ally 0
Traits:
Cleric
Human
To Acquire:
Charisma
Diplomacy
Divine 4
On a local Wisdom or Divine check, recharge to add 1d4.
Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.

Spoiler:
Lookout
Core
Ally 0
Traits:
Elf
Hireling
To Acquire:
Charisma
Diplomacy
Perception 5
On a local Perception check, recharge to add 1d4.
Recharge to examine the top card of your location.
Discard to explore. This exploration, you may evade your encounters.

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

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

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

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

Spoiler:
The Winged Serpent
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.

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

Hour Power: No effect.

Current Hour:

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

Hours Remaining: 23

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 1 Thargrap/MauveAvenger
The Unicorn
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: Your check to acquire is blessed.
To Acquire:
Charisma
Disable 4+#
On any check, discard to bless.
On another character's check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Hourglass Card 2 Kyra/Kulko:
Spoiler:
Hourglass Card 2 Kyra/Kulko
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
Veteran
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Hourglass Card 3 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 3 Valeros/MatsuKurisu
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 4 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 4 Thargrap/MauveAvenger
Henchman Proxy B4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Hourglass Card 5 Kyra/Kulko:
Spoiler:
Hourglass Card 5 Kyra/Kulko
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.
Hourglass Card 6 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 6 Valeros/MatsuKurisu
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Hourglass Card 7 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 7 Thargrap/MauveAvenger
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 8 Kyra/Kulko:
Spoiler:
Hourglass Card 8 Kyra/Kulko
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 9 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 9 Valeros/MatsuKurisu
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 10 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 10 Thargrap/MauveAvenger
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 11 Kyra/Kulko:
Spoiler:
Hourglass Card 11 Kyra/Kulko
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 12 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 12 Valeros/MatsuKurisu
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 13 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 13 Thargrap/MauveAvenger
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Hourglass Card 14 Kyra/Kulko:
Spoiler:
Hourglass Card 14 Kyra/Kulko
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 15 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 15 Valeros/MatsuKurisu
The Tyrant
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
Hourglass Card 16 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 16 Thargrap/MauveAvenger
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 17 Kyra/Kulko:
Spoiler:
Hourglass Card 17 Kyra/Kulko
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 18 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 18 Valeros/MatsuKurisu
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 19 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 19 Thargrap/MauveAvenger
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 20 Kyra/Kulko:
Spoiler:
Hourglass Card 20 Kyra/Kulko
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 21 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 21 Valeros/MatsuKurisu
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.
Hourglass Card 22 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 22 Thargrap/MauveAvenger
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 23 Kyra/Kulko:
Spoiler:
Hourglass Card 23 Kyra/Kulko
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.

Location #1: Caves
Underground
Wild
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Caves Card 1:
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Caves Card 2:
Elven Curve Blade
CotCT
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Caves Card 3:
Mob of Undead
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Caves Card 4:
Exploding Runes
Core
Barrier 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
Caves Card 5:
Blast Stone
Core
Item 0
Traits:
Alchemical
Object
To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Caves Card 6:
Giant Fly
Core
Monster 1
Traits:
Vermin
To Defeat:
Combat 10
If undefeated, bury a random card from your discards.
After acting, shuffle this monster into a random other location.
Caves Card 7:
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.
Caves Card 8:
Giant Toad
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
Caves Card 9:
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.
Caves Card 10:
Spyglass
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
Caves Card 11:
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.

Location #2: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Thargrap/MauveAvenger, Kyra/Kulko, None
Oubliette 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.
Oubliette Card 2:
Troubadour
Core
Ally 0
Traits:
Bard
Human
To Acquire:
Charisma
Diplomacy 4
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.
Oubliette Card 3:
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Oubliette Card 4:
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.
Oubliette Card 5:
Werewolf
Core
Monster 1
Traits:
Lycanthrope
To Defeat:
Combat 11
OR Knowledge 7
If the hour's level is 0, the difficulty to defeat is increased by 3.
If undefeated, suffer the scourge Wounded and end your turn.
Oubliette Card 6:
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.
Oubliette Card 7:
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.

Location #3: Spider Nest
Underground
Wild
At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
When Closing: Summon and defeat the story bane Monstrous Spider.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Valeros/MatsuKurisu, None
Spider Nest Card 1:
Villain Proxy V1
Core
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.

Location #4: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Pits Card 1 (Dissident Guard):
Dissident Guard
CotCT
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
Pits Card 2 (Armor of Insults):
Armor of Insults
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* To avenge, you may discard a card.
Pits Card 3 (Geist):
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.
Pits 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.
Pits Card 5:
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.
Pits Card 6:
Holy Light
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Pits Card 7:
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.
Pits Card 8:
Bound Homunculus
Core
Ally 2
Traits:
Construct
Magic
To Acquire:
Intelligence
Arcane
Craft 8
OR Charisma
Diplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.

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

Pits Card 9:
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.
Pits Card 10:
Brawl
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Pits Card 11:
Sling
Core
Weapon 0
Traits:
Ranged
Sling
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.


Turn Order: Valeros, Thargrap/MauveAvengr, Kyra/Kulko,

Out of turn updates

Hour = 7 Valeros/MatsuKurisu: Orison
Hour Power Noeffect

Start of Turn
At: #3: Spider Nest

Give: No
Move: #2: Oubliette
At This Location: Damage you suffer is increased by 1.

Free explore = 1: Pixie Gang, Monster 2: Combat 13

Spoiler:
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.

Reveal lt Deathbane Light Crossbow 1d8+1+1d8+1, Banner of the Ancient Kings +1, #Local characters +3
Combat 13/16: 1d8 + 1 + 1d8 + 1 + 1 + 3 ⇒ (8) + 1 + (6) + 1 + 1 + 3 = 20 - Banished. With overkill
Give to T,K: 1d2 ⇒ 2 - Kyra
Card#: 1d5 ⇒ 5 - The Keep
each local character gives a random card to a random other local character.

Discard lt Leech explore +1d4 Mental on combat & diplomacy = 2: Troubadour, Ally 0: Diplomacy 4

Spoiler:
Traits:
Bard
Human
To Acquire:
Charisma
Diplomacy 4
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.

Diplomacy 1d6+1+2, Leech +1d4
Diplomacy 4: 1d6 + 1 + 2 + 1d4 ⇒ (2) + 1 + 2 + (4) = 9 Acquired

Discard ac Troubadour, explore +1d6 NC Cha & diplomacy =
3: Irori's Mastery, Blessing 1: Fortitude 6(4+2)

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

Fortitude 1d8+2, Kyra discards The Keep
Fortitude 6: 1d8 + 2 + 1d8 ⇒ (4) + 2 + (5) = 11

End of Turn
Recharge weapon or an armor from your hand ( ) or discards (Battleaxe ).

Recovery

Reset
Discard
Draw up No - Slot is random card from Pixie gang

Display

Summary
Location = #2: Oubliette
Acquired = 2: Troubadour
Banished = 1: Pixie Gang
Examined =

Added =

From Box =

Displayed =

Give = The Keep to Kyra

Used = Kyra discards The Keep

Other = each local character gives a random card to a random other local character.

"

Valeros wrote:

Hand: lt Deathbane Light Crossbow, Giantbane Greataxe, ac Irori's Mastery, Earthbreaker, {random card},

Displayed: Banner of the Ancient Kings, Half-Plate,
Deck: 9 Discard: 3 Buried: 0
Hero Points: 1
NOTES:
Available Support: Distant: ANCIENT BANNER: +1 vs combat until failed combat/Remove 1d4 scourges available
Local: If I have 2 or more (weapon/Armor), +1d4 on local combat. Available
Ally powers available

Movement: On Close:
Other: Hi I'm Valeros! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Wanderer, The Tangled Briar, Scythe, The Beating, Helm, Standard Bearer, Full Plate
Recharged: Staff of Minor Healing, Battleaxe,
Discard Pile: Tayce Soldado, lt Leech, ac Troubadour,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Melee: Str +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
- Ranged: Dex +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
- Fortitude: Con +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☑ +1 ☐ +2
- Diplomacy: Cha +2

Favored Card: Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Armor | Weapon
POWERS:
On a local combat ([X] or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☐ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.

Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

"


Shiv Battle Map | Campaign Page

Kyra hand Thargrap the Holy Symbol. Hope that doesn't turn him into ashes.


Deck Handler

Turn Order: Valeros, Thargrap, Kyra
Out of Turn Updates: Bury Ghost on Kyra's turn. Bury Pixie Gang on Valeros's turn. Kyra hands Thargrap Holy Symbol.

Random Other Local Character: 1d2 ⇒ 1

Hand Valeros Bound Elemental

Turn: Turn 8 - The Unicorn

The Unicorn:
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.

Hour Power: Your check to acquire is blessed.

SOT: Give Holy Symbol back to Kyra.

Move: Stay at Oubliette

Explore: Foes On All Sides

Foes On All Sides:
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.

Valeros and Kyra must summon and encounter the danger with difficulty increased by #.

Danger: 1d6 ⇒ 3

Zombie Minions:
Zombie Minions
Story Bane
Type:
Monster
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.

Reveal Gallivance to do Melee+1d6+1. Kyra adds 1d6 and Magic trait.

Combat 9+2=11: 1d10 + 3 + 1d6 + 1 + 1d6 ⇒ (7) + 3 + (6) + 1 + (4) = 21

For second combat, reveal Gallivance to do Melee+1d6+1. Banish the buried Ghost to add 1d8. Kyra adds 1d6 and the Magic trait.

Combat 11+2+2=15: 1d10 + 3 + 1d6 + 1 + 1d8 + 1d6 ⇒ (6) + 3 + (6) + 1 + (3) + (6) = 25

Defeated. Banish Foe On All Sides regardless of other's fights.

End Turn: Reset hand.

Recovery: N/a

[u]Summary[/u]:
Move: Oubliette
Acquired: N/a
Banished: Oubliette Card 4: Foe on All Sides
Examined: N/a
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): Give Holy Symbol to Kyra. Give Bound Elemental to Valeros. Then Kyra and Valeros must summon and encounter the danger.

Thargrap wrote:

Hand: Gallivance, Pyrotechnic Blast, Fire Snake, Fiery Weapon,

Displayed: Blood God Nulgreth,
Deck: 9 Discard: 2 Buried: 3
Current Location: Oubliette
Hero Points: 3
Paizo Reroll: 7-2D not used
NOTES:
Available Support: When local character defeats monster: Bury it
Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Spellbound, Blessing of Iomedae, Tussah Silk Cloak, Blessing of Thoth, Byzantine Lexicon, Ring of Protection (loot), Dwarven Longhammer +1, Enervation (loot), Strength
Recharged:
Discard Pile: Blessing of the Gods, Blackwing Librarian,
Buried Pile: Blessing of Sivanah, Henchman Proxy A2 (lvl 2), Pixie Gang (lvl 2),

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

A Night in Bloodthorne Manor Reward: “When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.”

Favored Card: Weapon
Hand Size: 4 ☐ 5
Proficiencies:
Weapons Arcane
POWERS:
On your (☐ or a local) check against a monster, you may bury a card from your discard or banish a buried card to add 1d6 (☑1d8).
When a local character defeats a monster and would banish it, you may bury it instead.
☑You may banish a boon to draw a card; this power cannot be used during an encounter. (When you gain this feat, also check a feat box on your cohort Blood God Nulgreth).


Blood God Nulgreth:

Traits: Outsider, Eidolon, Arcane, Veteran, Owner: Thargrap
POWERS:
Display. When displayed:
On your Strength of Constitution check, you may banish a buried card to add 1d4 plus the card's level.
When not in an encounter, you may banish a buried card to draw a card or move.
☑When you encounter a monster, reload to ignore its before or after acting power
☐Reload to avenge; during this encounter, your checks are blessed


Out of turn updates
Received Bound Elemental from Thargrap/MauveAvengr

Danger (w +#DC): 1d6 ⇒ 2
Wight: Combat 16(10+2+2+2)

Spoiler:
Story Bane
Type: Monster
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.

BYA Cold Damage 1+1, bury Half-Plate to reduce to 0
Reveal lt Deathbane Light Crossbow 1d8+1+1d8+1+1d8, Banner of the Ancient Kings +1, Kyra vs Undead +1d6
Combat 16: 1d8 + 1 + 1d8 + 1 + 1d8 + 1 + 1d6 ⇒ (4) + 1 + (2) + 1 + (6) + 1 + (2) = 17 - Banished.

Recovery Half-Plate Fortitude 6: 1d8 + 2 ⇒ (1) + 2 = 3 buried

"

Valeros wrote:

Hand: lt Deathbane Light Crossbow, Giantbane Greataxe, ac Irori's Mastery, Earthbreaker,

Displayed: Banner of the Ancient Kings,
Deck: 9 Discard: 3 Buried: 1
Hero Points: 1
NOTES:
Available Support: Distant: ANCIENT BANNER: +1 vs combat until failed combat/Remove 1d4 scourges available
Local: If I have 2 or more (weapon/Armor), +1d4 on local combat. Available
Ally powers available

Movement: On Close:
Other: Hi I'm Valeros! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Standard Bearer, The Tangled Briar, The Wanderer, Full Plate, The Beating, Scythe, Helm
Recharged: Staff of Minor Healing, Battleaxe,
Discard Pile: Tayce Soldado, lt Leech, ac Troubadour,
Buried Pile: Half-Plate,

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Melee: Str +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
- Ranged: Dex +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
- Fortitude: Con +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☑ +1 ☐ +2
- Diplomacy: Cha +2

Favored Card: Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Armor | Weapon
POWERS:
On a local combat ([X] or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☐ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.

Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

"


Deckhandler - Kyra (Core)

Offturn

Bane: 1d6 ⇒ 2 Wight
ByA suffer 1 Cold damage 1 more for location power
Discard holy Symbol and Glorious Warhammer
Cast Holy light
using Kyras Power and Banner of ancient kings

CtD Combat 16: 1d10 + 4 + 2d12 + 1 ⇒ (10) + 4 + (9, 3) + 1 = 27 Defeated


Deckhandler - Kyra (Core)

Turn 9: Kyra
The Hour is Sarenrae's Light
When this is the hour: When you heal, you may heal an additional card. Great

Start of Turn
Stay at Location
Free explore

Werewolf:

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

Reveal Flaming Mace
CtD Combat 11: 1d8 + 3 + 1d8 + 1 + 1d8 + 4 + 1d6 ⇒ (2) + 3 + (7) + 1 + (4) + 4 + (2) = 23 Defeated, Buried by Thargrap

Kyra ends her turn.

Kyra is recharging Divine Insight and is healed for 1+1: (The Keep (given), Augury ). Deck shuffled.

Kyra attempts to recover all cards in her Recovery pile.
Holy Light: Divine 10: 1d10 + 4 ⇒ (4) + 4 = 8 -> Holy Light discarded.

Kyra resets her hand.

Kyra wrote:

Hand: Flaming Mace, Blessing of the Gods, Our Lord in Iron (Loot), Augury, The Paladin,

Displayed:
Deck: 10 Discard: 3 Buried: 1
Hero Points: 2
Box Reroll Used: No
NOTES:
Available Support: Kyra gives a free 1d6 vs. Undead

Use Blessings as needed
Movement: Move with Valeros if location closes
Other: Hi I'm Kyra! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Shield of Resistance (Loot), Cure, Prayer, Deathgrip, Desna's Freedom, The Keep (given), Gozreh's Growth, Gentleman Explorer (Acq), Magistrate
Recharged: Divine Insight,
Discard Pile: Holy Symbol, Glorious Warhammer, Holy Light,
Buried Pile: Harrow Deck,

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☐ +2 ☐ +3
Melee : STR+2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude:CON+2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: WIS+3
Perception: WIS+2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: CHA+1

Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Armor, Divine, [] Weapon
POWERS:
On a local check against an Outsider or Undead bane, add 1d4 ([X] 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
[X] Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.


Shiv Battle Map | Campaign Page

During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing.
Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings
of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).

During This Scenario: 7-2D: What Lies Beneath the City
Harrow Suit: Crowns

Setup:

Create the Hourglass with 5 fewer Blessings then shuffle 5 Proxy Bs into it.

Always keep the top 3 cards of the hourglass faceup. When you advance the hour, if it is a Proxy B, Summon and Encounter the danger

While anyone encounters a villain, treat # as 1 higher.

On your turn you may reload a card to examine the top card of your location.

Additional Rules: Villain:

Acid Mantis Queen - V1:

Story Bane
Type: Monster
Traits: Trigger Vermin Veteran
To Defeat: Combat 10+##
When examined, suffer 1 Acid damage.
Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0).
If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.

Henchmen A (Closing):

Acid Mantis Queens:

Story Bane
Type: Monster
Traits: Trigger Vermin Veteran
To Defeat: Combat 10+##
When examined, suffer 1 Acid damage.
Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0).
If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.

Danger:
Each time you encounter the danger randomly choose a undead story bane.

Ancient Skeleton:

Story Bane
Type: Monster
Traits: Skeleton Undead 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.

Wight:

Story Bane
Type: Monster
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.

Zombie Minions:

Story Bane
Type: Monster
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.

Mummy:

Story Bane
Type: Monster
Traits: Mummy Undead Veteran
To Defeat: Combat 14+##
Immune to Cold, Mental, and Poison. Vulnerable to Fire. If undefeated, bury your discards and suffer the scourge Wounded.

Vampire:

Story Bane
Type: Monster
Traits: Undead Vampire Veteran
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison. While acting, before any character plays a card, that character recharges a card. If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

Wraith:

Story Bane
Type: Monster
Traits: Incorporeal Undead Veteran Wraith
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.

Scenario Level (#): 2

Turn: 10, Valeros/MatsuKurisu

Random Cards:

Monsters
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:
Shadow
CotCT
Monster 1
Traits:
Shadow
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.

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

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

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

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

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

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

Spoiler:
Door Spike
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.

Spoiler:
Acid-spraying Skull
CotCT
Barrier 1
Traits:
Acid
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Perception 4
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.

Weapons
Spoiler:
Scythe
CotCT
Weapon 0
Traits:
2-Handed
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 9
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.

Spoiler:
Warhammer
Core
Weapon 0
Traits:
Hammer
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.

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

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

Spoiler:
Deathbane Light Crossbow
Core
Weapon 1
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.

Spells
Spoiler:
Force Missile
Core
Spell 0
Traits:
Arcane
Attack
Force
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4.
On another character's combat check, banish to add 2d4 and the Attack, Force, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

Spoiler:
Viper Strike
Core
Spell 0
Traits:
Arcane
Attack
Divine
Magic
Poison
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

Spoiler:
Locate Object
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

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

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


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

Spoiler:
Spiked Breastplate
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

Spoiler:
Half-plate
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

Spoiler:
Studded Leather Armor
CotCT
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 4
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 of those cards.
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.

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:
Holy Symbol
CotCT
Item 0
Traits:
Accessory
Magic
To Acquire:
Wisdom
Divine 4
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.

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

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

Spoiler:
Elixir of Energy Resistance
Core
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
* When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 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:
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:
Acolyte
Core
Ally 0
Traits:
Cleric
Human
To Acquire:
Charisma
Diplomacy
Divine 4
On a local Wisdom or Divine check, recharge to add 1d4.
Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.

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

Spoiler:
Harrower
CotCT
Ally 0
Traits:
Human
Medium
Harrow
To Acquire:
Charisma
Diplomacy 4
OR Knowledge 5
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Discard to examine the top card of your location, then you may explore.

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

Blessings
Spoiler:
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
Veteran
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
Wisdom
Divine
Perception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then 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 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 Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.

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

Hour Power: No effect.

Current Hour:

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

Hours Remaining: 20

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 1 Thargrap/MauveAvenger
Henchman Proxy B4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Hourglass Card 2 Kyra/Kulko:
Spoiler:
Hourglass Card 2 Kyra/Kulko
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.
Hourglass Card 3 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 3 Valeros/MatsuKurisu
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Hourglass Card 4 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 4 Thargrap/MauveAvenger
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 5 Kyra/Kulko:
Spoiler:
Hourglass Card 5 Kyra/Kulko
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 6 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 6 Valeros/MatsuKurisu
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 7 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 7 Thargrap/MauveAvenger
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 8 Kyra/Kulko:
Spoiler:
Hourglass Card 8 Kyra/Kulko
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 9 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 9 Valeros/MatsuKurisu
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 10 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 10 Thargrap/MauveAvenger
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Hourglass Card 11 Kyra/Kulko:
Spoiler:
Hourglass Card 11 Kyra/Kulko
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 12 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 12 Valeros/MatsuKurisu
The Tyrant
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
Hourglass Card 13 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 13 Thargrap/MauveAvenger
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 Kyra/Kulko:
Spoiler:
Hourglass Card 14 Kyra/Kulko
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 15 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 15 Valeros/MatsuKurisu
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 16 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 16 Thargrap/MauveAvenger
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 17 Kyra/Kulko:
Spoiler:
Hourglass Card 17 Kyra/Kulko
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 18 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 18 Valeros/MatsuKurisu
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.
Hourglass Card 19 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 19 Thargrap/MauveAvenger
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 20 Kyra/Kulko:
Spoiler:
Hourglass Card 20 Kyra/Kulko
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.

Location #1: Caves
Underground
Wild
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Caves Card 1:
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Caves Card 2:
Elven Curve Blade
CotCT
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Caves Card 3:
Mob of Undead
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Caves Card 4:
Exploding Runes
Core
Barrier 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
Caves Card 5:
Blast Stone
Core
Item 0
Traits:
Alchemical
Object
To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Caves Card 6:
Giant Fly
Core
Monster 1
Traits:
Vermin
To Defeat:
Combat 10
If undefeated, bury a random card from your discards.
After acting, shuffle this monster into a random other location.
Caves Card 7:
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.
Caves Card 8:
Giant Toad
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
Caves Card 9:
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.
Caves Card 10:
Spyglass
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
Caves Card 11:
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.

Location #2: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Valeros/MatsuKurisu, Thargrap/MauveAvenger, Kyra/Kulko, None
Oubliette Card 1:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Oubliette Card 2:
Vicious Scythe
CotCT
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.

Location #3: Spider Nest
Underground
Wild
At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
When Closing: Summon and defeat the story bane Monstrous Spider.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Spider Nest Card 1:
Villain Proxy V1
Core
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.

Location #4: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Pits Card 1 (Dissident Guard):
Dissident Guard
CotCT
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
Pits Card 2 (Armor of Insults):
Armor of Insults
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* To avenge, you may discard a card.
Pits Card 3 (Geist):
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.
Pits 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.
Pits Card 5:
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.
Pits Card 6:
Holy Light
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Pits Card 7:
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.
Pits Card 8:
Bound Homunculus
Core
Ally 2
Traits:
Construct
Magic
To Acquire:
Intelligence
Arcane
Craft 8
OR Charisma
Diplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.

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

Pits Card 9:
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.
Pits Card 10:
Brawl
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Pits Card 11:
Sling
Core
Weapon 0
Traits:
Ranged
Sling
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.


Turn Order: Valeros, Thargrap/MauveAvengr, Kyra/Kulko,

Out of turn updates

Hour = 3 Valeros/MatsuKurisu: Orison
Hour Power No effect

Start of Turn
At: #2: Oubliette

Give: No
Move: No
At This Location: Damage you suffer is increased by 1.

Free explore = 1: Henchman Proxy A1
Acid Mantis Queens, Story Bane: : Combat 14(10+2+2)

Spoiler:
Type: Monster
Traits: Trigger Vermin Veteran
To Defeat: Combat 10+##
When examined, suffer 1 Acid damage.
Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0).
If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.

Fighting the summoned Acid Mantis Queens(#-1), Story Bane: Combat 12(10+2-1+2-1)
Reveal Giantbane Greataxe 1d10+1+2+1d12+1, Banner of the Ancient Kings +1, Valeros.Reload(lt Deathbane Light Crossbow) +1d4
Combat 12: 1d10 + 1 + 2 + 1d12 + 1 + 1 + 1d4 ⇒ (4) + 1 + 2 + (11) + 1 + 1 + (3) = 23 - Defeated.

Fighting the real Acid Mantis Queens, Story Bane: Combat 14(10+2+2)
Reveal Giantbane Greataxe 1d10+1+2+1d12+1, Banner of the Ancient Kings +1, Valeros.recharge(Earthbreaker) +1d4
Combat 14: 1d10 + 1 + 2 + 1d12 + 1 + 1 + 1d4 ⇒ (7) + 1 + 2 + (3) + 1 + 1 + (1) = 16 - Banished.

Location #2: Oubliette.When Closing: Succeed at a Fortitude 7(5+2) check.
Fortitude 1d8+2, Recharge ac Irori's Mastery +1d8
Fortitude 7: 1d8 + 2 + 1d8 ⇒ (6) + 2 + (2) = 10 - CLOSED
Heal lt Leech

Everyone moves - Thargrap can choose where

End of Turn
Recharge weapon or an armor from your hand ( ) or discards ( ).

Recovery

Reset
Discard
Draw up lt Deathbane Light Crossbow, Battleaxe, Staff of Minor Healing, Standard Bearer

Display

Summary
Location = #2: Oubliette CLOSED
Acquired =
Banished = 1: Henchman Proxy A1
Examined =

Added =

From Box =

Displayed =

Give =

Used =

Other = Everyone moves - Thargrap can choose where

"

Valeros wrote:

Hand: Giantbane Greataxe, lt Deathbane Light Crossbow, Battleaxe, Staff of Minor Healing, Standard Bearer,

Displayed: Banner of the Ancient Kings,
Deck: 9 Discard: 2 Buried: 1
Hero Points: 1
NOTES:
Available Support: Distant: ANCIENT BANNER: +1 vs combat until failed combat/Remove 1d4 scourges available
Local: If I have 2 or more (weapon/Armor), +1d4 on local combat. Available
Staff of Minor Heal available

Movement: On Close:
Other: Hi I'm Valeros! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Earthbreaker, Helm, The Tangled Briar, lt Leech, The Wanderer, ac Irori's Mastery, Scythe, Full Plate, The Beating
Recharged:
Discard Pile: Tayce Soldado, ac Troubadour,
Buried Pile: Half-Plate,

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Melee: Str +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
- Ranged: Dex +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
- Fortitude: Con +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☑ +1 ☐ +2
- Diplomacy: Cha +2

Favored Card: Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Armor | Weapon
POWERS:
On a local combat ([X] or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☐ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.

Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

"


Deck Handler

Turn Order: Valeros, Thargrap, Kyra
Out of Turn Updates: Kyra defeats Werewolf so bury it. Valeros defeats Henchman Proxy A1 so bury it. Move to Caves

Turn: Turn 11 - Henchman Proxy B4

Danger: 1d6 ⇒ 2 Wight

Wight:
Wight
Story Bane
Type:
Monster
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.

Discard Fiery Weapon as 1 Cold damage. For combat, reveal Gallivance to do Melee+1d6+1 and banish Henchman Proxy A1 to add 1d8.

Combat 10+2+2=14: 1d10 + 3 + 1d6 + 1 + 1d8 ⇒ (8) + 3 + (3) + 1 + (6) = 21

Defeated!

Hour Power: N/a

SOT: N/a

Move: Stay at Caves

Explore: Asmodeus's Tyranny

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

Ask Kyra to discard Blessing of the Gods to bless (Blessing 2!

Charisma 5+2=7: 2d8 + 1 ⇒ (2, 5) + 1 = 8

Acquired!

End Turn: Reset hand.

Recovery: N/a

[u]Summary[/u]:
Move: Cave
Acquired: Cave Card 1: Asmodeus's Tyranny
Banished: N/a
Examined: N/a
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: Used Kyra's Blessing of the Gods
Actions needed by other Player(s): N/a

Thargrap wrote:

Hand: Gallivance, Pyrotechnic Blast, Fire Snake, Asmodeus's Tyranny,

Displayed: Blood God Nulgreth,
Deck: 9 Discard: 3 Buried: 4
Current Location: Cave
Hero Points: 3
Paizo Reroll: 7-2D not used
NOTES:
Available Support: When local character defeats monster: Bury it
Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Byzantine Lexicon, Enervation (loot), Tussah Silk Cloak, Ring of Protection (loot), Blessing of Iomedae, Strength, Blessing of Thoth, Dwarven Longhammer +1, Blessing of the Spellbound
Recharged:
Discard Pile: Blessing of the Gods, Blackwing Librarian, Fiery Weapon,
Buried Pile: Blessing of Sivanah, Henchman Proxy A2 (lvl 2), Pixie Gang (lvl 2), Werewolf (lvl 1),

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

A Night in Bloodthorne Manor Reward: “When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.”

Favored Card: Weapon
Hand Size: 4 ☐ 5
Proficiencies:
Weapons Arcane
POWERS:
On your (☐ or a local) check against a monster, you may bury a card from your discard or banish a buried card to add 1d6 (☑1d8).
When a local character defeats a monster and would banish it, you may bury it instead.
☑You may banish a boon to draw a card; this power cannot be used during an encounter. (When you gain this feat, also check a feat box on your cohort Blood God Nulgreth).


Blood God Nulgreth:

Traits: Outsider, Eidolon, Arcane, Veteran, Owner: Thargrap
POWERS:
Display. When displayed:
On your Strength of Constitution check, you may banish a buried card to add 1d4 plus the card's level.
When not in an encounter, you may banish a buried card to draw a card or move.
☑When you encounter a monster, reload to ignore its before or after acting power
☐Reload to avenge; during this encounter, your checks are blessed


Deckhandler - Kyra (Core)

Offturn:
Moved to caves
Discard BotG

Turn:Kyra
The Hour is Henchman

Encounter random Undead
type: 1d6 ⇒ 1
BYA Recharge Paladin
Reveal flaming Mace
Recharge Our Lord in Iron

CtD Combat 11+2*2=15: 2d8 + 3 + 1d8 + 1d4 + 1d6 ⇒ (7, 8) + 3 + (7) + (4) + (2) = 31 Banished

Cast Augury calling Monster
Elven Curve Blade
Mob of Undead
Exploding Runes - trigger
Recharge Asmodeuas Tyranny to bless

CtD Divine 6+2+2=10: 2d10 + 4 ⇒ (8, 10) + 4 = 22 Defeated, Banished

Shuffle location

Skip turn as I have an empty hand apart from my last weapon

Kyra ends her turn.

Kyra attempts to recover all cards in her Recovery pile.
Augury: Divine 8: 1d10 + 4 ⇒ (5) + 4 = 9 -> Augury recharged .

Kyra resets her hand.

Kyra wrote:

Hand: Flaming Mace, The Keep (given), Prayer, Gentleman Explorer (Acq), Magistrate,

Displayed:
Deck: 9 Discard: 4 Buried: 1
Hero Points: 2
Box Reroll Used: No
NOTES:
Available Support: Kyra gives a free 1d6 vs. Undead

Use Blessings as needed
Movement: Move with Valeros if location closes
Other: Hi I'm Kyra! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Desna's Freedom, Cure, Shield of Resistance (Loot), Gozreh's Growth, Deathgrip
Recharged: Divine Insight, The Paladin, Our Lord in Iron (Loot), Augury,
Discard Pile: Holy Symbol, Glorious Warhammer, Holy Light, Blessing of the Gods,
Buried Pile: Harrow Deck,

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☐ +2 ☐ +3
Melee : STR+2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude:CON+2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: WIS+3
Perception: WIS+2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: CHA+1

Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Armor, Divine, [] Weapon
POWERS:
On a local check against an Outsider or Undead bane, add 1d4 ([X] 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
[X] Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.

Upkeep
Used Thargrap Asmodeus Tyranny


Shiv Battle Map | Campaign Page

During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing.
Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings
of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).

During This Scenario: 7-2D: What Lies Beneath the City
Harrow Suit: Crowns

Setup:

Create the Hourglass with 5 fewer Blessings then shuffle 5 Proxy Bs into it.

Always keep the top 3 cards of the hourglass faceup. When you advance the hour, if it is a Proxy B, Summon and Encounter the danger

While anyone encounters a villain, treat # as 1 higher.

On your turn you may reload a card to examine the top card of your location.

Additional Rules: Villain:

Acid Mantis Queen - V1:

Story Bane
Type: Monster
Traits: Trigger Vermin Veteran
To Defeat: Combat 10+##
When examined, suffer 1 Acid damage.
Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0).
If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.

Henchmen A (Closing):

Acid Mantis Queens:

Story Bane
Type: Monster
Traits: Trigger Vermin Veteran
To Defeat: Combat 10+##
When examined, suffer 1 Acid damage.
Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0).
If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.

Danger:
Each time you encounter the danger randomly choose a undead story bane.

Ancient Skeleton:

Story Bane
Type: Monster
Traits: Skeleton Undead 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.

Wight:

Story Bane
Type: Monster
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.

Zombie Minions:

Story Bane
Type: Monster
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.

Mummy:

Story Bane
Type: Monster
Traits: Mummy Undead Veteran
To Defeat: Combat 14+##
Immune to Cold, Mental, and Poison. Vulnerable to Fire. If undefeated, bury your discards and suffer the scourge Wounded.

Vampire:

Story Bane
Type: Monster
Traits: Undead Vampire Veteran
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison. While acting, before any character plays a card, that character recharges a card. If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

Wraith:

Story Bane
Type: Monster
Traits: Incorporeal Undead Veteran Wraith
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.

Scenario Level (#): 2

Turn: 13, Valeros/MatsuKurisu

Random Cards:

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

Spoiler:
Yeth Hound
Core
Monster 1
Traits:
Animal
Outsider
To Defeat:
Combat 10
Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.

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

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

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

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

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

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

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

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:
Scimitar
CotCT
Weapon 0
Traits:
Finesse
Melee
Slashing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8.

Spoiler:
Starknife
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

Spoiler:
Seeking Shortbow
Core
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 11
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.

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

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

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

Spoiler:
Acid Arrow
Core
Spell 0
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4.
On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

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

Spoiler:
Acid Burst
CotCT
Spell 0
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 4
For your combat or Disable check, banish to use Arcane + 2d4.

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


Armors
Spoiler:
Hide Armor
Core
Armor 0
Traits:
Light Armor
To Acquire:
Constitution
Fortitude
Survival 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

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:
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:
Klar
CotCT
Armor 0
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 5
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
After playing this armor, you may not play a 2-Handed boon this encounter.

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

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

Spoiler:
Elixir of Love
CotCT
Item 0
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 6
On your Diplomacy check to acquire an ally, banish to add 2d10.
On your Diplomacy check against a bane, banish to add 1d10.

DURING RECOVERY
If proficient, you may succeed at a Craft 8 check to recharge this card.


Spoiler:
Holy Water
CotCT
Item 0
Traits:
Liquid
Magic
Divine
To Acquire:
Wisdom
Divine 4
When a local character encounters an Outsider or Undead bane, banish to let them evade it.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.

DURING RECOVERY
If proficient, you may succeed at a Divine 6 check to recharge this card.


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

Spoiler:
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.

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

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

Spoiler:
Porcupine
Core
Ally 0
Traits:
Animal
To Acquire:
Wisdom
Fortitude
Survival 5
On a local check against an Animal monster, recharge to add 1d8.
Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.

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

Blessings
Spoiler:
The Winged Serpent
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.

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

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

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

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

Hour Power: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.

Current Hour:

The Vision:
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.

Hours Remaining: 17

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 1 Thargrap/MauveAvenger
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 2 Kyra/Kulko:
Spoiler:
Hourglass Card 2 Kyra/Kulko
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 3 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 3 Valeros/MatsuKurisu
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 4 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 4 Thargrap/MauveAvenger
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 Kyra/Kulko:
Spoiler:
Hourglass Card 5 Kyra/Kulko
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 6 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 6 Valeros/MatsuKurisu
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hourglass Card 7 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 7 Thargrap/MauveAvenger
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Hourglass Card 8 Kyra/Kulko:
Spoiler:
Hourglass Card 8 Kyra/Kulko
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 9 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 9 Valeros/MatsuKurisu
The Tyrant
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
Hourglass Card 10 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 10 Thargrap/MauveAvenger
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 Kyra/Kulko:
Spoiler:
Hourglass Card 11 Kyra/Kulko
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 12 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 12 Valeros/MatsuKurisu
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 13 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 13 Thargrap/MauveAvenger
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 14 Kyra/Kulko:
Spoiler:
Hourglass Card 14 Kyra/Kulko
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 15 Valeros/MatsuKurisu:
Spoiler:
Hourglass Card 15 Valeros/MatsuKurisu
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.
Hourglass Card 16 Thargrap/MauveAvenger:
Spoiler:
Hourglass Card 16 Thargrap/MauveAvenger
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
Veteran
When this is the hour: You may avenge by discarding a card.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 17 Kyra/Kulko:
Spoiler:
Hourglass Card 17 Kyra/Kulko
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.

Location #1: Caves
Underground
Wild
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Valeros/MatsuKurisu, Thargrap/MauveAvenger, Kyra/Kulko, In Location: Elven Curve Blade
Mob of Undead

Caves Card 1:
Smoke Slayer
CotCT
Monster 2
Traits:
Elemental
To Defeat:
Combat 13
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
Caves Card 2:
Mob of Undead
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Caves Card 3:
Elven Curve Blade
CotCT
Weapon 1
Traits:
2-Handed
Finesse
Melee
Slashing
Sword
To Acquire:
Strength
Melee 8
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Caves Card 4:
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.
Caves Card 5:
Blast Stone
Core
Item 0
Traits:
Alchemical
Object
To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Caves Card 6:
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.
Caves Card 7:
Giant Fly
Core
Monster 1
Traits:
Vermin
To Defeat:
Combat 10
If undefeated, bury a random card from your discards.
After acting, shuffle this monster into a random other location.
Caves Card 8:
Giant Toad
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
Caves Card 9:
Spyglass
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.

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

Location #3: Spider Nest
Underground
Wild
At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
When Closing: Summon and defeat the story bane Monstrous Spider.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Spider Nest Card 1:
Villain Proxy V1
Core
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.

Location #4: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Pits Card 1 (Dissident Guard):
Dissident Guard
CotCT
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy 6
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
Pits Card 2 (Armor of Insults):
Armor of Insults
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* To avenge, you may discard a card.
Pits Card 3 (Geist):
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.
Pits 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.
Pits Card 5:
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.
Pits Card 6:
Holy Light
Core
Spell 1
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Pits Card 7:
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.
Pits Card 8:
Bound Homunculus
Core
Ally 2
Traits:
Construct
Magic
To Acquire:
Intelligence
Arcane
Craft 8
OR Charisma
Diplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.

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

Pits Card 9:
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.
Pits Card 10:
Brawl
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Pits Card 11:
Sling
Core
Weapon 0
Traits:
Ranged
Sling
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.


Turn Order: Valeros, Thargrap/MauveAvengr, Kyra/Kulko,

Out of turn updates

Hour = 13 Valeros/MatsuKurisu: The Vision
Hour PowerAt the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.

Start of Turn
At: #1: Caves

Give: No
Move: No
At This Location: When you fail a check to defeat or acquire, mark this location with the scourge Entangled.

Recharge Staff of Minor Healing, Heal Kyra 1

Free explore = 1: Smoke Slayer, Monster 2: Combat 13

Spoiler:
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.

Fortitude 1d8+2, Recharge Standard Bearer +1d4
Fortitude 9: 1d8 + 2 + 1d4 ⇒ (2) + 2 + (1) = 5 - Bury (ac Irori's Mastery), DC Increase: 1d8 ⇒ 2

Discard Battleaxe 1d10+1+2+2d8, Banner of the Ancient Kings +1, Valeros.Reload(lt Deathbane Light Crossbow) +1d4, Resistance melee -4
Combat 15(13+2): 1d10 + 1 + 2 + 2d8 + 1 + 1d4 - 4 ⇒ (9) + 1 + 2 + (8, 2) + 1 + (1) - 4 = 20 - Banished.

End of Turn
Recharge weapon or an armor from your hand ( ) or discards (Battleaxe).

Recovery

Reset
Discard
Draw up Giantbane Greataxe, The Tangled Briar, Helm, Full Plate

Display Full Plate

Summary
Location = #1: Caves
Acquired =
Banished =
Examined =

Added =

From Box =

Displayed =

Give =

Used =

Other = Heal Kyra 1

"

Valeros wrote:

Hand: lt Deathbane Light Crossbow, Giantbane Greataxe, The Tangled Briar, Helm,

Displayed: Banner of the Ancient Kings, Full Plate,
Deck: 8 Discard: 2 Buried: 2
Hero Points: 1
NOTES:
Available Support: Distant: ANCIENT BANNER: +1 vs combat until failed combat/Remove 1d4 scourges available
Local: If I have 2 or more (weapon/Armor), +1d4 on local combat. Available
Staff of Minor Heal available

Movement: On Close:
Other: Hi I'm Valeros! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Wanderer, The Beating, Earthbreaker, Scythe, lt Leech
Recharged: Staff of Minor Healing, Standard Bearer, Battleaxe,
Discard Pile: Tayce Soldado, ac Troubadour,
Buried Pile: Half-Plate, ac Irori's Mastery,

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Melee: Str +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
- Ranged: Dex +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
- Fortitude: Con +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☑ +1 ☐ +2
- Diplomacy: Cha +2

Favored Card: Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Armor | Weapon
POWERS:
On a local combat ([X] or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☐ 1d6).
At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.

Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

"


Deckhandler - Kyra (Core)

Kyra healed Holy Symbol

Kyra wrote:

Hand: Flaming Mace, The Keep (given), Prayer, Gentleman Explorer (Acq), Magistrate,

Displayed:
Deck: 10 Discard: 3 Buried: 1
Hero Points: 2
Box Reroll Used: No
NOTES:
Available Support: Kyra gives a free 1d6 vs. Undead

Use Blessings as needed
Movement: Move with Valeros if location closes
Other: Hi I'm Kyra! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Augury, Desna's Freedom, Shield of Resistance (Loot), Deathgrip, Cure, Holy Symbol, Gozreh's Growth, The Paladin, Our Lord in Iron (Loot), Divine Insight
Recharged:
Discard Pile: Glorious Warhammer, Holy Light, Blessing of the Gods,
Buried Pile: Harrow Deck,

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☐ +2 ☐ +3
Melee : STR+2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Fortitude:CON+2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: WIS+3
Perception: WIS+2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: CHA+1

Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Armor, Divine, [] Weapon
POWERS:
On a local check against an Outsider or Undead bane, add 1d4 ([X] 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
[X] Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.

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