[ACG] [Outpost IV] Attack of the Twice-Born *HEROIC* (Year of Reborn Strife) [Zalarian] (Inactive)

Game Master Zalarian

7-3 Descent into the Forbidden Ossuary


1 to 50 of 503 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

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

Placeholder for PbP Game

System: ACG/PACS
Initial Con: Outpost IV
Scenario Information: Attack of the Twice-Born (Year of Reborn Strife)

BR: Zalarian


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

7: Year of Reborn Strife

Kaer Maga stands as a testament to the forgotten people who built it. The dense, walled districts have fittingly become home to a host of people who have been or wish to be forgotten by the world. Seen at once as a criminal haven and a grand experiment in self-governance, Kaer Maga remains strange even to those who live and die within its diverse sections—and perhaps even stranger to those who are reborn here.

Between the disparate groups and powers within Kaer Maga, a strange balance exists; a somewhat anarchical understanding between its residents that one’s business remains one's own. This principle of personal freedom and privacy lies at the fragile heart of Kaer Maga. Its lifeblood pulses with merchants of exotic goods, troll fortune-tellers gazing into their own viscera, and corpulent bloatmages replete with lymph-balancing leeches.

Here, even traditions that would typically stand in violent opposition to each other must respect the city’s creed. Priests of Urgathoa, goddess of gluttony and undeath, produce undead servants, and reanimated pack animals labor for those who can afford them. Meanwhile, Pharasmin clerics fulfill their sacred duties to protect the cycle of souls by conducting burial ceremonies and maintaining a crypt that serves the wealthiest members of the city.

A constant thread has begun to weave its way through these seemingly disparate peoples: something strange is happening in Kaer Maga, beyond the oddities of each passing day. The residents of the City of Strangers do not easily give up their secrets, especially to outsiders. But when that disturbance threatens to upend the careful balance of the city, who will follow this thread and sever it from its source?

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).

Adventure Reward:
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 their deck box instead.


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

Scenario 7-1A: Once Bitten, Twice-Born

The creaking scaffolding of Kaer Maga greets you, followed shortly thereafter by the heady scent of a hundred different cuisines and the sound of as many languages. You enter in the Warren district, its rickety spires and shantytown clusters looming overhead. The tallest rise over a dozen stories tall, each level seemingly made by a different hand. A dizzying maze of scrap bridges, walkways, tunnels, and ropes connect the buildings, through which residents deftly run, swing, climb, and crawl. out.
A procession of milky-eyed undead push through the crowd carrying baskets of goods. They lay their bounty before a rosy- cheeked trader wearing a glowing talisman. Shopkeepers present handfuls of spices, assortments of arms, scavenged relics, and potsherds to all passersby. Auctions begin and resolve across avenues and between levels. Amid this cacophony, you make your way through the dense conglomerate of structures.
Above the din of commerce, a voice rings “What does that even mean?!I just want a simple answer.”
You look out over the crowd to see a human angrily gesticulating at a troll whose intestines dangle from her prodigious arms. The troll holds up bits of her viscera and shrugs at the merchant. “That's the reading I received. I cannot help you to understand it any more than I do.”
The man prods the troll’s guts and shakes an amulet fastened around his neck by a long, beaded, golden cord.
“Readit again! I'm not about to be shaded by that fraud in Ankar-Te, and I can’t afford to replace these Twice-Born again,” he says, waving the amulet toward three zombies standing motionless beside him. “I already have to tell my buyer that my merchandise walked off in the night, so the least you could do is tell me straight if this amulet is safe.” As the man finishes the sentence, pearlescent white gems along the edges of the amulet in his hand sputter and fade to black. The zombies snarl and lunge at the arguing pair.
“Oh, dear” is all the man can say before one of the undead seizes him by the amulet’s cord.

Danger Zombie Minions
Villain None
Henchmen (Closing) Dangerous Sales—Proxy A

Setup
After building the locations, shuffle a new ally into each.

Locations
1 Den of Iniquity
1 Plaza
2 Alley
3 Shop
4 Tavern
5 Stable
6 Laboratory

During the Scenario

  • When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
  • At the end of your turn, if you did not defeat a bane or acquire a boon this turn, roll 1d6 and summon and encounter a card of the indicated type:

    1. Weapon
    2. Spell
    3. Armor
    4. Item
    5. Barrier
    6. Monster

    Scenario Reward:
    Loot: item Ring of Protection.
    Adventure Card Society characters may choose a bonus deck upgrade.


  • Damiel Deck Handler|||Alchemy Pack||| Support|||Ranged Pack

    Starting Location: Laboratory

    "

    Damiel wrote:

    Hand: Soothing Word, Acid Flask, Elixir of Healing, Blast Stone, Shortbow,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Longbow, Heavy Crossbow, Aid, Orison, Chain Shirt, Incitation 1, Noxious Bomb, Enhance, Light Crossbow, Incitation 2
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    Here
    Strength d4 ☐ +1 ☐ +2
    Dexterity d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Disable +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Craft +3
    Wisdom d6 ☐ +1 ☐ +2
    Perception +2
    Charisma d4 ☐ +1

    Favored Card: {list favored card here}
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Alchemical, Spell, Light Armor, Weapon.
    POWERS:
    You may not play spells that have the Attack trait.
    During recovery, you may recharge Alchemical boons instead of banishing them.
    On your check to recharge a non-Attack spell, you automatically succeed.
    You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check (☐ or your Strength, Dexterity, or Constitution non-combat check).

    "


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

    Heroic Tweaks:

    Desperate- When you encounter a boon and do not acquire it, discard a card
    Confusing- After your reset, shuffle a random card into your deck.


    Bekah Deck Handler Bard || Arcane || Finesse

    starting location plaza

    "

    Bekah wrote:

    Hand: Shortsword (Core), Cure (Core), Black Spot (Core), Leather Armor (Core), Troubadour (Core),

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Current Location: Base
    Hero Points:3
    NOTES:
    Available Support: Move me to an open location perferably with spells

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Force Missle (Core), Orison, Spellbook (Core), Prayer, Rapier (Core), Bracers of Protection (Core), Blessing of the Gods, Old Salt, Sands of the Hour, Spider (Core)
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Fortitude+2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: Charimsa +1
    Dipolomacy: Charisma+3
    Divine: Charisma+1

    Favored Card: {list favored card here}
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    {Arcane}{Divine}{Weapons}
    POWERS:
    At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
    You may recharge a weapon or a spell to add 1d4 (☐+1) to a check by another character at your location (☐ or your check).
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.

    "


    Salim - 7-1A: Once Bitten, Twice-Born

    Starting Location Den of Iniquity
    Loot
    CotCT: will put Magnifying Glass into box and put Korvosan Guard into my deck
    CotCT-7A will put BotG 2 into box and add The Carnival into my deck
    Starting Hand - Favored Card Weapon

    CotCT7A:
    When any of your characters starts a scenario using the Curse of the Crimson Throne Adventure Path, you may replace 1 blessing in your deck with a Harrow blessing that is not the current Harrow Suit from the game box. That card gains the Loot trait. At the end of the scenario, return the Loot card to the game box and return the card it replaced to your deck. Question and ruling pt 1 Question and ruling pt 2

    "
    ADVENTURE Path REWARD:

    (from 12789-1012)
    When any of your characters starts a scenario using the Curse of the Crimson Throne set, you may replace 1 card from your deck with one of the following cards from the vault...
    -The weapon Scimitar (Core),
    -The spell Infernal Healing,
    -The armor Armored Coat,
    -The item Antiplague,
    -The ally Korvosan Guard,
    -The blessing Sands of the Hour
    "

    "

    Salim wrote:

    Hand: The Melted Blade, Blessing of the Gods, Spider, Sage's Journal, Starknife,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move Order: Den of Iniquity, Plaza, Shop, Alley
    Other: Can bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Grave Tender, The Carnival, Leather Armor, Dagger +1, Spyglass, Korvosan Guard, Mouse, Orison, Rapier, Quartermaster
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    -Finesse Melee: Dexterity+2
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d6 ☐ +1
    -Knowledge: Intelligence+2
    Wisdom d6 ☐ +1 ☐ +2
    -Divine: Wisdom +0
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    -Diplomacy: Charisma+2

    Favored Card: Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons, Divine
    POWERS:
    For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
    When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead.)
    □ Add 1d4 (□ 1d8) to your non-combat check against a bane.

    "


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

    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: Scenario 7-1A: Once Bitten, Twice-Born

  • When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
  • At the end of your turn, if you did not defeat a bane or acquire a boon this turn, roll 1d6 and summon and encounter a card of the indicated type:
    1. Weapon
    2. Spell
    3. Armor
    4. Item
    5. Barrier
    6. Monster

    Additional Rules: Harrow Suit: Keys

    Heroic Tweaks:
    Desperate- When you encounter a boon and do not acquire it, discard a card
    Confusing- After your reset, shuffle a random card into your deck.

    Danger Zombie Minions
    Villain None
    Henchmen (Closing) Dangerous Sales—Proxy A

    Scenario Level (#): 1

    Turn: 1, Bekah/ZalarianTest

    Random Cards:

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

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

    Barriers
    Spoiler:
    Concealed Hatch
    CotCT
    Barrier 1
    Traits:
    Lock
    To Defeat:
    Strength 5
    OR Disable 3
    Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
    If undefeated, reload this barrier into its location.

    Spoiler:
    Flanking Attack
    CotCT
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
    Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.

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

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

    Spoiler:
    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:
    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:
    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:
    Quarterstaff
    Core
    Weapon 0
    Traits:
    2-Handed
    Bludgeoning
    Melee
    Staff
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
    Discard to evade an Obstacle or Trap barrier you encounter.
    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:
    Rapier
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Piercing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 5
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.

    Spells
    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:
    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:
    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:
    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.


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

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

    Spoiler:
    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:
    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:
    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.

    Items
    Spoiler:
    Magnifying Glass
    CotCT
    Item 0
    Traits:
    Tool
    To Acquire:
    Intelligence
    Disable
    Perception 4
    On your Disable or Perception non-combat check, reveal to add 1d4.
    Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.

    Spoiler:
    Smoke Bomb
    CotCT
    Item 1
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 7
    When a local character encounters a monster, banish to let them evade it.
    On a local combat check, banish to add the character's Stealth.

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


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

    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:
    Gem of Physical Prowess
    Core
    Item 1
    Traits:
    Magic
    Object
    To Acquire:
    Strength
    Dexterity
    Constitution 11
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.

    Allies
    Spoiler:
    Sage
    Core
    Ally 0
    Traits:
    Arcanist
    Human
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 4
    On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
    Discard to examine the top card of your location, then shuffle the location, then you may explore.

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

    Spoiler:
    Fox
    Core
    Ally 1
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 5
    On a local Intelligence or Wisdom check, recharge to add 1d4.
    Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.

    Spoiler:
    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:
    Priest of Pharasma
    CotCT
    Ally 1
    Traits:
    Cleric
    Human
    To Acquire:
    Charisma
    Diplomacy 7
    OR Divine 5
    Bury to heal a local character 1d4+1 cards.
    Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.

    Blessings
    Spoiler:
    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.

    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 Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers.
    To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.

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

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

    Hour Power: Your check to acquire is blessed.

    Current Hour:

    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.

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 1 Damiel/tcolmaster01
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    Veteran
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    Wisdom
    Divine
    Perception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Hourglass Card 2 Salim/Zalarian:
    Spoiler:
    Hourglass Card 2 Salim/Zalarian
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    Veteran
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 3 Bekah/ZalarianTest:
    Spoiler:
    Hourglass Card 3 Bekah/ZalarianTest
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Hourglass Card 4 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 4 Damiel/tcolmaster01
    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 5 Salim/Zalarian:
    Spoiler:
    Hourglass Card 5 Salim/Zalarian
    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 Bekah/ZalarianTest:
    Spoiler:
    Hourglass Card 6 Bekah/ZalarianTest
    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.
    Hourglass Card 7 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Damiel/tcolmaster01
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    Veteran
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Hourglass Card 8 Salim/Zalarian:
    Spoiler:
    Hourglass Card 8 Salim/Zalarian
    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.
    Hourglass Card 9 Bekah/ZalarianTest:
    Spoiler:
    Hourglass Card 9 Bekah/ZalarianTest
    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 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 10 Damiel/tcolmaster01
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    Veteran
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 11 Salim/Zalarian:
    Spoiler:
    Hourglass Card 11 Salim/Zalarian
    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 Bekah/ZalarianTest:
    Spoiler:
    Hourglass Card 12 Bekah/ZalarianTest
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.
    Hourglass Card 13 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 13 Damiel/tcolmaster01
    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 14 Salim/Zalarian:
    Spoiler:
    Hourglass Card 14 Salim/Zalarian
    The Cyclone
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
    To Acquire:
    Strength
    Survival 4+#
    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
    Hourglass Card 15 Bekah/ZalarianTest:
    Spoiler:
    Hourglass Card 15 Bekah/ZalarianTest
    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.
    Hourglass Card 16 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 16 Damiel/tcolmaster01
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 17 Salim/Zalarian:
    Spoiler:
    Hourglass Card 17 Salim/Zalarian
    The Cricket
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When a character moves on their turn, each other local character may move with them.
    To Acquire:
    Dexterity
    Ranged 4+#
    On any check, discard to bless.
    On another character's Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.
    Hourglass Card 18 Bekah/ZalarianTest:
    Spoiler:
    Hourglass Card 18 Bekah/ZalarianTest
    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.
    Hourglass Card 19 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 19 Damiel/tcolmaster01
    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 20 Salim/Zalarian:
    Spoiler:
    Hourglass Card 20 Salim/Zalarian
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 21 Bekah/ZalarianTest:
    Spoiler:
    Hourglass Card 21 Bekah/ZalarianTest
    The Owl
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Survival check is blessed.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
    Hourglass Card 22 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 22 Damiel/tcolmaster01
    The Foreign Trader
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.
    Hourglass Card 23 Salim/Zalarian:
    Spoiler:
    Hourglass Card 23 Salim/Zalarian
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
    To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.
    Hourglass Card 24 Bekah/ZalarianTest:
    Spoiler:
    Hourglass Card 24 Bekah/ZalarianTest
    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 25 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 25 Damiel/tcolmaster01
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Hourglass Card 26 Salim/Zalarian:
    Spoiler:
    Hourglass Card 26 Salim/Zalarian
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 27 Bekah/ZalarianTest:
    Spoiler:
    Hourglass Card 27 Bekah/ZalarianTest
    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.
    Hourglass Card 28 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 28 Damiel/tcolmaster01
    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 29 Salim/Zalarian:
    Spoiler:
    Hourglass Card 29 Salim/Zalarian
    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.

    Location #1: Den Of Iniquity
    Urban
    At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
    When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
    When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Damiel/tcolmaster01, Salim/Zalarian, None

    Den Of Iniquity Card 1:
    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.
    Den Of Iniquity Card 2:
    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.
    Den Of Iniquity Card 3:
    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.
    Den Of Iniquity Card 4:
    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.
    Den Of Iniquity Card 5:
    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.
    Den Of Iniquity Card 6:
    Codex
    Core
    Item 0
    Traits:
    Book
    To Acquire:
    Intelligence
    Knowledge 5
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.
    Den Of Iniquity Card 7:
    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.
    Den Of Iniquity 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.
    Den Of Iniquity Card 9:
    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.
    Den Of Iniquity Card 10:
    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.

    Location #2: Plaza
    Urban
    At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Bekah/ZalarianTest, None
    Plaza Card 1:
    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.
    Plaza Card 2:
    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.
    Plaza Card 3:
    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.
    Plaza Card 4:
    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.

    Plaza Card 5:
    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.
    Plaza Card 6:
    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.
    Plaza Card 7:
    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.
    Plaza Card 8:
    Noxious Bomb
    Core
    Item 0
    Traits:
    Alchemical
    Attack
    Liquid
    Poison
    To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.
    Plaza Card 9:
    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.
    Plaza Card 10:
    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.

    Location #3: Alley
    Urban
    At This Location: When you play an ally for its power, display it next to this location card.
    When Closing: Summon and acquire an ally.
    When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Alley Card 1:
    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.
    Alley Card 2:
    Henchman Proxy A4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Alley Card 3:
    Strangler
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 10
    Cannot be evaded.
    Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
    Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.
    Alley Card 4:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    Veteran
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Alley Card 5:
    Bracers of Protection
    Core
    Item 0
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Arcane 5
    When you suffer Combat damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 1.
    Alley Card 6:
    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.

    Alley Card 7:
    Merchant
    CotCT
    Ally 0
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 7
    Discard to give a card to another character.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.
    Alley Card 8:
    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.

    Alley Card 9:
    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.
    Alley Card 10:
    Frog
    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Fortitude
    Survival 4
    When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
    Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.

    Location #4: Shop
    Urban
    At This Location: When you fail to acquire a boon, you may shuffle it into the location.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
    M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Shop Card 1:
    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.
    Shop Card 2:
    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.
    Shop Card 3:
    Antiplague
    CotCT
    Item 0
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 5
    Display next to a local character.
    While displayed:
    * On this character's checks against Disease or Poison cards, add 1d8.
    * You may banish to remove the scourge Plagued or Poisoned from this character.
    * At the end of the scenario, banish.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Shop Card 4:
    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.
    Shop Card 5:
    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.
    Shop Card 6:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Shop Card 7:
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.
    Shop Card 8:
    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.
    Shop Card 9:
    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.
    Shop Card 10:
    Drowning Mud
    Core
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Strength
    Survival 6
    OR Constitution
    Fortitude 8
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.


  • Bekah Deck Handler Bard || Arcane || Finesse

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

    Display Leather Armor

    First explore

    Encounter Plaza Card 1: Pit Trap. Will attempt dex.
    Dex 6: 1d8 ⇒ 6 Success. Banish Pit Trap. Explore again

    Second explore
    Plaza Card 2: Elixir of Energy Resistance. due to location effect, will examine Random Item #1 Magnifying Glass - will encounter magnifying class.

    Will attempt intelligence, check is blessed due to hour
    Intelligence 4: 1d6 + 1d6 ⇒ (4) + (2) = 6 Success. Acquire magnifying glass

    will recharge Magnifying glass to look at the top 2 cards of my deck:
    Bracers of Protection (Core), and Sands of hour and then reshuffle deck

    third explore
    discard Troubadour (Core) to explore again. Encounter Plaza Card 3: Sling, location effect draw a random item and encounter one of these Random Weapon - Earthbreaker. Will attempt the sling. check is blessed by hour

    Dex 3: 1d8 + 1d8 ⇒ (8) + (3) = 11 Success. Acquire

    End of turn
    Reset hand drawing spider and blessing of the gods then reshuffle 1 at random back into deck according to deck handler - Black Spot

    "

    Bekah wrote:

    Hand: Shortsword (Core), Cure (Core), Spider (Core), Blessing of the Gods,

    Displayed: Leather Armor (Core),
    Deck: 10 Discard: 1 Buried: 0
    Current Location: Base
    Hero Points:3
    NOTES:
    Available Support: Move me to an open location perferably with spells
    Movement: recharge cards as needed, just leave me a weapon

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Black Spot (Core), Sands of the Hour, Prayer, Old Salt, Orison, Magnifying Glass, Spellbook (Core), Rapier (Core), Force Missle (Core), Bracers of Protection (Core)
    Recharged:
    Discard Pile: Troubadour (Core),
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Fortitude+2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: Charimsa +1
    Dipolomacy: Charisma+3
    Divine: Charisma+1

    Favored Card: {list favored card here}
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    {Arcane}{Divine}{Weapons}
    POWERS:
    At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
    You may recharge a weapon or a spell to add 1d4 (☐+1) to a check by another character at your location (☐ or your check).
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.

    "

    upkeep
    Banish=Plaza #1,#2
    acquire=Random Item #1, Plaza 3
    used from box and banished=Random Weapon 1


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

    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: Scenario 7-1A: Once Bitten, Twice-Born

  • When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
  • At the end of your turn, if you did not defeat a bane or acquire a boon this turn, roll 1d6 and summon and encounter a card of the indicated type:
    1. Weapon
    2. Spell
    3. Armor
    4. Item
    5. Barrier
    6. Monster

    Additional Rules: Harrow Suit: Keys

    Heroic Tweaks:
    Desperate- When you encounter a boon and do not acquire it, discard a card
    Confusing- After your reset, shuffle a random card into your deck.

    Danger Zombie Minions
    Villain None
    Henchmen (Closing) Dangerous Sales—Proxy A

    Scenario Level (#): 1

    Turn: 2, Damiel/tcolmaster01

    Random Cards:

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

    Spoiler:
    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:
    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:
    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:
    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.

    Barriers
    Spoiler:
    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.

    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:
    Tangle of Debris
    CotCT
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 5
    OR Survival 7
    If undefeated, roll 1d4 twice and suffer the corresponding scourges:
    1. Entangled 3. Poisoned 2. Exhausted 4. Wounded

    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:
    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.

    Weapons
    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:
    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:
    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:
    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:
    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.

    Spells
    Spoiler:
    Candlelight
    CotCT
    Spell 0
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    Banish to examine the top 5 cards of the hourglass or its discards, then return them in any order. You may not use this power during an encounter.

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


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

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

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


    Armors
    Spoiler:
    Heavy Shield
    Core
    Armor 0
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 4
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    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:
    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:
    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:
    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.

    Items
    Spoiler:
    Gem of Mental Acuity
    Core
    Item 1
    Traits:
    Magic
    Object
    To Acquire:
    Intelligence
    Wisdom
    Charisma 11
    On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.

    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:
    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.

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

    Spoiler:
    Staff of Minor Healing
    Core
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 7
    Recharge to heal a local character a card.

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

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

    Spoiler:
    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.

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

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

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

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

    Current Hour:

    Desna's Freedom:
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    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.

    Hours Remaining: 28

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Salim/Zalarian:
    Spoiler:
    Hourglass Card 1 Salim/Zalarian
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    Veteran
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 2 Bekah/morph1470:
    Spoiler:
    Hourglass Card 2 Bekah/morph1470
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Hourglass Card 3 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Damiel/tcolmaster01
    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 4 Salim/Zalarian:
    Spoiler:
    Hourglass Card 4 Salim/Zalarian
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    Veteran
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Hourglass Card 5 Bekah/morph1470:
    Spoiler:
    Hourglass Card 5 Bekah/morph1470
    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.
    Hourglass Card 6 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 6 Damiel/tcolmaster01
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    Veteran
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Hourglass Card 7 Salim/Zalarian:
    Spoiler:
    Hourglass Card 7 Salim/Zalarian
    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.
    Hourglass Card 8 Bekah/morph1470:
    Spoiler:
    Hourglass Card 8 Bekah/morph1470
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 9 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 9 Damiel/tcolmaster01
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    Veteran
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 10 Salim/Zalarian:
    Spoiler:
    Hourglass Card 10 Salim/Zalarian
    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 Bekah/morph1470:
    Spoiler:
    Hourglass Card 11 Bekah/morph1470
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.
    Hourglass Card 12 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 12 Damiel/tcolmaster01
    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 13 Salim/Zalarian:
    Spoiler:
    Hourglass Card 13 Salim/Zalarian
    The Cyclone
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
    To Acquire:
    Strength
    Survival 4+#
    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
    Hourglass Card 14 Bekah/morph1470:
    Spoiler:
    Hourglass Card 14 Bekah/morph1470
    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.
    Hourglass Card 15 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 15 Damiel/tcolmaster01
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 16 Salim/Zalarian:
    Spoiler:
    Hourglass Card 16 Salim/Zalarian
    The Cricket
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When a character moves on their turn, each other local character may move with them.
    To Acquire:
    Dexterity
    Ranged 4+#
    On any check, discard to bless.
    On another character's Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.
    Hourglass Card 17 Bekah/morph1470:
    Spoiler:
    Hourglass Card 17 Bekah/morph1470
    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.
    Hourglass Card 18 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 18 Damiel/tcolmaster01
    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 Salim/Zalarian:
    Spoiler:
    Hourglass Card 19 Salim/Zalarian
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 20 Bekah/morph1470:
    Spoiler:
    Hourglass Card 20 Bekah/morph1470
    The Owl
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Survival check is blessed.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
    Hourglass Card 21 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 21 Damiel/tcolmaster01
    The Foreign Trader
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.
    Hourglass Card 22 Salim/Zalarian:
    Spoiler:
    Hourglass Card 22 Salim/Zalarian
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
    To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.
    Hourglass Card 23 Bekah/morph1470:
    Spoiler:
    Hourglass Card 23 Bekah/morph1470
    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 24 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 24 Damiel/tcolmaster01
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Hourglass Card 25 Salim/Zalarian:
    Spoiler:
    Hourglass Card 25 Salim/Zalarian
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 26 Bekah/morph1470:
    Spoiler:
    Hourglass Card 26 Bekah/morph1470
    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.
    Hourglass Card 27 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 27 Damiel/tcolmaster01
    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 28 Salim/Zalarian:
    Spoiler:
    Hourglass Card 28 Salim/Zalarian
    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.

    Location #1: Den Of Iniquity
    Urban
    At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
    When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
    When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Salim/Zalarian, None

    Den Of Iniquity Card 1:
    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.
    Den Of Iniquity Card 2:
    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.
    Den Of Iniquity Card 3:
    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.
    Den Of Iniquity Card 4:
    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.
    Den Of Iniquity Card 5:
    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.
    Den Of Iniquity Card 6:
    Codex
    Core
    Item 0
    Traits:
    Book
    To Acquire:
    Intelligence
    Knowledge 5
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.
    Den Of Iniquity Card 7:
    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.
    Den Of Iniquity 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.
    Den Of Iniquity Card 9:
    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.
    Den Of Iniquity Card 10:
    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.

    Location #2: Plaza
    Urban
    At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 1 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Bekah/morph1470, None
    Plaza Card 1:
    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.

    Plaza Card 2:
    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.
    Plaza Card 3:
    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.
    Plaza Card 4:
    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.
    Plaza Card 5:
    Noxious Bomb
    Core
    Item 0
    Traits:
    Alchemical
    Attack
    Liquid
    Poison
    To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.
    Plaza Card 6:
    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.
    Plaza Card 7:
    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.

    Location #3: Alley
    Urban
    At This Location: When you play an ally for its power, display it next to this location card.
    When Closing: Summon and acquire an ally.
    When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Damiel/tcolmaster01, None
    Alley Card 1:
    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.
    Alley Card 2:
    Henchman Proxy A4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Alley Card 3:
    Strangler
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 10
    Cannot be evaded.
    Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
    Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.
    Alley Card 4:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    Veteran
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Alley Card 5:
    Bracers of Protection
    Core
    Item 0
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Arcane 5
    When you suffer Combat damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 1.
    Alley Card 6:
    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.

    Alley Card 7:
    Merchant
    CotCT
    Ally 0
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 7
    Discard to give a card to another character.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.
    Alley Card 8:
    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.

    Alley Card 9:
    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.
    Alley Card 10:
    Frog
    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Fortitude
    Survival 4
    When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
    Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.

    Location #4: Shop
    Urban
    At This Location: When you fail to acquire a boon, you may shuffle it into the location.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
    M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Shop Card 1:
    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.
    Shop Card 2:
    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.
    Shop Card 3:
    Antiplague
    CotCT
    Item 0
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 5
    Display next to a local character.
    While displayed:
    * On this character's checks against Disease or Poison cards, add 1d8.
    * You may banish to remove the scourge Plagued or Poisoned from this character.
    * At the end of the scenario, banish.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Shop Card 4:
    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.
    Shop Card 5:
    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.
    Shop Card 6:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Shop Card 7:
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.
    Shop Card 8:
    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.
    Shop Card 9:
    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.
    Shop Card 10:
    Drowning Mud
    Core
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Strength
    Survival 6
    OR Constitution
    Fortitude 8
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.


  • Damiel Deck Handler|||Alchemy Pack||| Support|||Ranged Pack

    Out of Turn Updates: None

    Turn - Hour:dESNA'S Freedom
    Hour Rules: On each check, the first blessing played to bless may be played freely.
    SOT: None
    Give Card: None
    Move: XX -> YY
    Location Powers: When you play an ally for its power, display it next to this location card.
    Explore: Cold Iron Greatsword

    STR 11: 1d4 ⇒ 4
    -Fail, Discard a card (Blast Stone)
    -Use Soothing to heal Blast Stone

    Damiel ends their turn.

    Damiel attempts to recover all cards in their Recovery pile.
    Soothing Word Recharges automatically.

    Damiel resets their hand.
    Confusing: 1d5 ⇒ 1
    [u]Summary[/u]
    Acquired: None
    Banished: None
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None

    "

    Damiel wrote:

    Hand: Acid Flask, Elixir of Healing, Aid, Shortbow,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blast Stone, Incitation 2, Heavy Crossbow, Enhance, Chain Shirt, Noxious Bomb, Longbow, Incitation 1, Orison, Light Crossbow
    Recharged: Soothing Word,
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    Here
    Strength d4 ☐ +1 ☐ +2
    Dexterity d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Disable +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Craft +3
    Wisdom d6 ☐ +1 ☐ +2
    Perception +2
    Charisma d4 ☐ +1

    Favored Card: {list favored card here}
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Alchemical, Spell, Light Armor, Weapon.
    POWERS:
    You may not play spells that have the Attack trait.
    During recovery, you may recharge Alchemical boons instead of banishing them.
    On your check to recharge a non-Attack spell, you automatically succeed.
    You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check (☐ or your Strength, Dexterity, or Constitution non-combat check).

    "


    Out of Turn Updates: Damiel did not defeat a bane or acquire a boon
    Random Roll: 1d6 ⇒ 2 Spell

    Candlelight:

    Spell
    Traits: Arcane Magic
    To Acquire: Intelligence Wisdom Arcane Divine 5
    Banish to examine the top 5 cards of the hourglass or its discards, then return them in any order. You may not use this power during an encounter. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Intelligence Check DC 5: 1d10 ⇒ 9 Success; will assume that He used it to look at hourglass and may adjust if not already used:
    Salim-Hourglass Card 4 Salim/Zalarian Cayden Cailean's Revelry - discard reroll 1/2
    Bekah-Hourglass Card 2 Bekah/morph1470 The Joke - recharge card +in against barrier
    Damiel-Hourglass Card 3 Damiel/tcolmaster01 Sarenrae's Light heal additional card
    Salim-Hourglass Card 5 Bekah/morph1470 The Queen Mother - know blessed
    Bekah-Hourglass Card 1 Salim/Zalarian Erastil's Eye - N/A

    Turn Order: Salim/Zalarian, Bekah/Morph147, Damiel/TColMaster
    if random character, using Self as #1

    Turn - Hour: 3 - Hourglass Card 4 Salim/Zalarian Cayden Cailean's Revelry
    Hour Rules: On your check, you may discard a card to reroll 1 die showing 1 or 2

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

    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.

    ..or...Force Missile..will assume spell upgrade is desired and go for Remove Disease. Have Bekah recharge Sling for 1d4 and use BotG to bless
    Wisdom Check DC 8: 2d6 + 1d4 ⇒ (4, 4) + (3) = 11 Success

    Will discard spider to explore - Plaza Card 2:
    Henchman Proxy A1

    Dangerous Sale:

    Story Bane
    Type: Barrier
    Traits: Cache Skirmish
    To Defeat: None None
    Summon and encounter the danger. If you defeat it, this card is defeated; otherwise it is undefeated. If defeated, roll 1d6; summon and encounter a boon of the indicated type: 1. Weapon 2. Spell 3. Armor 4. Item 5. Ally 6. Blessing

    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.

    Will use melted blade and reveal Sages Journal
    Dexterity Melee Check DC 9: 1d8 + 2 + 2d4 + 1 + 1d4 ⇒ (5) + 2 + (2, 2) + 1 + (4) = 16 1 more due to roll/undead;Success
    Dexterity Melee Check DC 11+2=13: 1d8 + 2 + 2d4 + 1 + 1d4 ⇒ (4) + 2 + (2, 1) + 1 + (3) = 13
    Success; heal 1
    Salim is healed for 1: (Blessing of the Gods). Deck shuffled.
    What is the sale?: 1d6 ⇒ 3 Armor
    Heavy Shield:

    Core
    Armor 0
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 4
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Constitution Check DC 4: 1d6 + 0 ⇒ (6) + 0 = 6 Success
    Will now attempt to close asking for Aid from Damiel

    Diplomacy Check DC 5+1=6: 1d8 + 2 + 1d4 + 1 ⇒ (1) + 2 + (1) + 1 = 5 Not Quite
    Diplomacy Check DC 5+1=6 PAIZO REROLL: 1d8 + 2 + 1 + 1 ⇒ (2) + 2 + 1 + 1 = 6 Success- will have Bekah and Salim go to Shop

    Salim Ends his turn

    Reminder of Scenario changes:

    Desperate- When you encounter a boon and do not acquire it, discard a card
    Confusing- After your reset, shuffle a random card into your deck.
  • When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
  • At the end of your turn, if you did not defeat a bane or acquire a boon this turn, roll 1d6 and summon and encounter a card of the indicated type:
    1. Weapon
    2. Spell
    3. Armor
    4. Item
    5. Barrier
    6. Monster
  • Salim attempts to recover all cards in their Recovery pile.

    Salim resets their hand shuffling random card (Sages Journal) into deck.

    "

    Salim wrote:

    Hand: The Melted Blade, Starknife, Remove Disease, Heavy Shield,

    Displayed:
    Deck: 12 Discard: 1 Buried: 0
    Hero Points: 0
    reroll last used 1-A
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move Order: Den of Iniquity, Plaza, Shop, Alley
    Other: Can bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Rapier, The Carnival, Mouse, Sage's Journal, Leather Armor, Grave Tender, Quartermaster, Spyglass, Orison, Dagger +1, Blessing of the Gods, Korvosan Guard
    Recharged:
    Discard Pile: Spider,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    -Finesse Melee: Dexterity+2
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d6 ☐ +1
    -Knowledge: Intelligence+2
    Wisdom d6 ☐ +1 ☐ +2
    -Divine: Wisdom +0
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    -Diplomacy: Charisma+2

    Favored Card: Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons, Divine
    POWERS:
    For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
    When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead.)
    □ Add 1d4 (□ 1d8) to your non-combat check against a bane.

    "

    [u]Summary[/u]
    Current Location: Shop
    Acquired: Remove Disease
    Heavy Shield

    Banished: Everything else from Plaza
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: Damiel acquired and recharged Candlelight;Bekah rechargs sling or something else for inspire; Damiel recharges aid spell
    Actions needed by other Player(s): None


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

    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: Scenario 7-1A: Once Bitten, Twice-Born

  • When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
  • At the end of your turn, if you did not defeat a bane or acquire a boon this turn, roll 1d6 and summon and encounter a card of the indicated type:
    1. Weapon
    2. Spell
    3. Armor
    4. Item
    5. Barrier
    6. Monster

    Additional Rules: Harrow Suit: Keys

    Heroic Tweaks:
    Desperate- When you encounter a boon and do not acquire it, discard a card
    Confusing- After your reset, shuffle a random card into your deck.

    Danger Zombie Minions
    Villain None
    Henchmen (Closing) Dangerous Sales—Proxy A

    Scenario Level (#): 1

    Turn: 4, Bekah/morph1470

    Random Cards:

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

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

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

    Spoiler:
    Ill Tidings
    CotCT
    Barrier 1
    Traits:
    Curse
    To Defeat:
    None 0
    This encounter, blessings cannot be played.
    Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.

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

    Weapons
    Spoiler:
    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:
    Rapier
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Piercing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 5
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.

    Spoiler:
    Quarterstaff
    Core
    Weapon 0
    Traits:
    2-Handed
    Bludgeoning
    Melee
    Staff
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
    Discard to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.

    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.

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

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

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


    Spoiler:
    Lightning Touch
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 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.

    Spoiler:
    Magic Eye
    Core
    Spell 0
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 7
    Banish to examine the top 3 cards of your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.

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

    Spoiler:
    Chain Shirt
    Core
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 4
    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.

    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:
    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.

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

    Spoiler:
    Gem of Physical Prowess
    Core
    Item 1
    Traits:
    Magic
    Object
    To Acquire:
    Strength
    Dexterity
    Constitution 11
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.

    Spoiler:
    Staff of Minor Healing
    Core
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 7
    Recharge to heal a local character a card.

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

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


    Allies
    Spoiler:
    Teamster
    Core
    Ally 0
    Traits:
    Hireling
    Human
    To Acquire:
    Strength
    Charisma
    Diplomacy 5
    Recharge to draw a card or recharge a card.
    Discard to explore. This exploration, a local character may avenge by reloading a card.

    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.

    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:
    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
    Trigger
    To Acquire:
    CharismaDiplomacyStealth 7
    OR Banish A Boon 0
    When examined, encounter this card.
    When you encounter this card, if you do not acquire it, bury a boon.
    On a local check to acquire, recharge to add 1d4.
    Discard to explore. This exploration, on your combat checks, add 1d4.

    Blessings
    Spoiler:
    The Marriage
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, summon and encounter an ally.
    To Acquire:
    Charisma
    Craft 4+#
    On a local check, discard to bless.
    The character attempting the check may add another local character's die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card 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:
    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:
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Spoiler:
    The Bear
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your Strength check, add 2.
    To Acquire:
    Strength
    Acrobatics 4+#
    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.

    Hour Power: On your check against a barrier, you may recharge a card to add your Intelligence die.

    Current Hour:

    The Joke:
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.

    Hours Remaining: 26

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 1 Damiel/tcolmaster01
    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 2 Salim/Zalarian:
    Spoiler:
    Hourglass Card 2 Salim/Zalarian
    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.
    Hourglass Card 3 Bekah/morph1470:
    Spoiler:
    Hourglass Card 3 Bekah/morph1470
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    Veteran
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 4 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 4 Damiel/tcolmaster01
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    Veteran
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Hourglass Card 5 Salim/Zalarian:
    Spoiler:
    Hourglass Card 5 Salim/Zalarian
    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.
    Hourglass Card 6 Bekah/morph1470:
    Spoiler:
    Hourglass Card 6 Bekah/morph1470
    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 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Damiel/tcolmaster01
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    Veteran
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 8 Salim/Zalarian:
    Spoiler:
    Hourglass Card 8 Salim/Zalarian
    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 Bekah/morph1470:
    Spoiler:
    Hourglass Card 9 Bekah/morph1470
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.
    Hourglass Card 10 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 10 Damiel/tcolmaster01
    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 11 Salim/Zalarian:
    Spoiler:
    Hourglass Card 11 Salim/Zalarian
    The Cyclone
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
    To Acquire:
    Strength
    Survival 4+#
    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
    Hourglass Card 12 Bekah/morph1470:
    Spoiler:
    Hourglass Card 12 Bekah/morph1470
    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.
    Hourglass Card 13 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 13 Damiel/tcolmaster01
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 14 Salim/Zalarian:
    Spoiler:
    Hourglass Card 14 Salim/Zalarian
    The Cricket
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When a character moves on their turn, each other local character may move with them.
    To Acquire:
    Dexterity
    Ranged 4+#
    On any check, discard to bless.
    On another character's Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.
    Hourglass Card 15 Bekah/morph1470:
    Spoiler:
    Hourglass Card 15 Bekah/morph1470
    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.
    Hourglass Card 16 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 16 Damiel/tcolmaster01
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 17 Salim/Zalarian:
    Spoiler:
    Hourglass Card 17 Salim/Zalarian
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 18 Bekah/morph1470:
    Spoiler:
    Hourglass Card 18 Bekah/morph1470
    The Owl
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Survival check is blessed.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
    Hourglass Card 19 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 19 Damiel/tcolmaster01
    The Foreign Trader
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.
    Hourglass Card 20 Salim/Zalarian:
    Spoiler:
    Hourglass Card 20 Salim/Zalarian
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
    To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.
    Hourglass Card 21 Bekah/morph1470:
    Spoiler:
    Hourglass Card 21 Bekah/morph1470
    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 22 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 22 Damiel/tcolmaster01
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Hourglass Card 23 Salim/Zalarian:
    Spoiler:
    Hourglass Card 23 Salim/Zalarian
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 24 Bekah/morph1470:
    Spoiler:
    Hourglass Card 24 Bekah/morph1470
    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.
    Hourglass Card 25 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 25 Damiel/tcolmaster01
    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 26 Salim/Zalarian:
    Spoiler:
    Hourglass Card 26 Salim/Zalarian
    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.

    Location #1: Den Of Iniquity
    Urban
    At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
    When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
    When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Den Of Iniquity Card 1:
    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.
    Den Of Iniquity Card 2:
    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.
    Den Of Iniquity Card 3:
    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.
    Den Of Iniquity Card 4:
    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.
    Den Of Iniquity Card 5:
    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.
    Den Of Iniquity Card 6:
    Codex
    Core
    Item 0
    Traits:
    Book
    To Acquire:
    Intelligence
    Knowledge 5
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.
    Den Of Iniquity Card 7:
    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.
    Den Of Iniquity 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.
    Den Of Iniquity Card 9:
    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.
    Den Of Iniquity Card 10:
    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.

    Location #3: Alley
    Urban
    At This Location: When you play an ally for its power, display it next to this location card.
    When Closing: Summon and acquire an ally.
    When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
    M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Damiel/tcolmaster01, None
    Alley Card 1:
    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.
    Alley Card 2:
    Strangler
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 10
    Cannot be evaded.
    Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
    Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.
    Alley Card 3:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    Veteran
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Alley Card 4:
    Bracers of Protection
    Core
    Item 0
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Arcane 5
    When you suffer Combat damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 1.
    Alley Card 5:
    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.

    Alley Card 6:
    Merchant
    CotCT
    Ally 0
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 7
    Discard to give a card to another character.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.
    Alley Card 7:
    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.

    Alley Card 8:
    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.
    Alley Card 9:
    Frog
    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Fortitude
    Survival 4
    When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
    Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.

    Location #4: Shop
    Urban
    At This Location: When you fail to acquire a boon, you may shuffle it into the location.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
    M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Bekah/morph1470, Salim/Zalarian, None
    Shop Card 1:
    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.
    Shop Card 2:
    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.
    Shop Card 3:
    Antiplague
    CotCT
    Item 0
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 5
    Display next to a local character.
    While displayed:
    * On this character's checks against Disease or Poison cards, add 1d8.
    * You may banish to remove the scourge Plagued or Poisoned from this character.
    * At the end of the scenario, banish.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Shop Card 4:
    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.
    Shop Card 5:
    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.
    Shop Card 6:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Shop Card 7:
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.
    Shop Card 8:
    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.
    Shop Card 9:
    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.
    Shop Card 10:
    Drowning Mud
    Core
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Strength
    Survival 6
    OR Constitution
    Fortitude 8
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.


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

    Will add the following going forward for BR Post

    PLAYER HANDS || SCOURGES || LOOT


    Bekah Deck Handler Bard || Arcane || Finesse

    out of turn updates. Recharge sling. Shouldnt have drawn all the cards due to forgetting about sling so spider gets put back into deck

    Hour is The Joke
    Hour power is On your check against a barrier, you may recharge a card to add your Intelligence die.

    first explore
    Shop Card 1: Battleaxe
    strength 6: 1d6 ⇒ 4 Fail. Banish. Desperate cause me to discard a card - discard blessing of the gods.

    Cast cure on myself
    Heal : 1d4 + 1 ⇒ (1) + 1 = 2 Heal all cards in discard

    End of turn
    Scenario effect
    Random boon: 1d6 ⇒ 5 Encounter random Barrier - Mad Prophet
    Will attempt diplomacy. hour increases difficulty by 1.
    Diplomacy 6+1+1: 1d8 + 3 ⇒ (1) + 3 = 4 Fail. Suffer Dazed

    Recover Divine 8: 1d8 + 1 ⇒ (6) + 1 = 7 Fail.

    reset hand - force missle, sling, orison, rapier. then shuffle a random card back into deck.

    "

    Bekah wrote:

    Hand: Shortsword (Core), Sling, Rapier (Core), Force Missle (Core),

    Displayed: Leather Armor (Core),
    Deck: 11 Discard: 1 Buried: 0
    Current Location: Base
    Hero Points:3
    NOTES:
    Available Support: Move me to an open location perferably with spells
    Movement: recharge cards as needed, just leave me a weapon

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Spider (Core), Spellbook (Core), Black Spot (Core), Prayer, Old Salt, Bracers of Protection (Core), Magnifying Glass, Troubadour (Core), Sands of the Hour, Blessing of the Gods, Orison
    Recharged:
    Discard Pile: Cure (Core),
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Fortitude+2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: Charimsa +1
    Dipolomacy: Charisma+3
    Divine: Charisma+1

    Favored Card: {list favored card here}
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    {Arcane}{Divine}{Weapons}
    POWERS:
    At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
    You may recharge a weapon or a spell to add 1d4 (☐+1) to a check by another character at your location (☐ or your check).
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.

    "

    Upkeep
    Banish Shop #1 and Random Barrier #1


    Damiel Deck Handler|||Alchemy Pack||| Support|||Ranged Pack

    Out of Turn Updates: None

    Turn - Hour: Sarenrae's Light
    Hour Rules:May heal for +1 cards.
    SOT: None
    Give Card: None
    Move: XX -> YY
    Location Powers: When you play an ally for its power, display it next to this location card.
    Explore: Henchmen A4
    Dangerous Sale--

    Summon Zombie
    Shortbow Bekah - Force Missile
    Combat 9: 1d12 + 1d6 + 2d4 ⇒ (4) + (4) + (3, 3) = 14
    Acid Flask
    Combat 12: 1d10 + 2d6 + 3 ⇒ (9) + (1, 1) + 3 = 14

    RNG Summons: 1d6 ⇒ 1

    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.

    STR 4: 1d4 ⇒ 2
    Fail, Banish
    Desperate - Discard a Card

    Close Check: Do Not attempt to Close my Location.
    Use Potion of Healing.

    Damiel ends their turn.

    Damiel attempts to recover all cards in their Recovery pile.
    Recover Everything
    Damiel resets their hand.
    RNG: 1d5 ⇒ 4
    [u]Summary[/u]
    Acquired: None
    Banished: Dangerous Sale
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): Bekah - Force Missile

    "

    Damiel wrote:

    Hand: Enhance, Chain Shirt, Incitation 1, Shortbow,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blast Stone, Orison, Soothing Word, Longbow, Incitation 2, Light Crossbow, Noxious Bomb, Heavy Crossbow, Aid, Candlelight
    Recharged: Acid Flask, Elixir of Healing,
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    Here
    Strength d4 ☐ +1 ☐ +2
    Dexterity d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Disable +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Craft +3
    Wisdom d6 ☐ +1 ☐ +2
    Perception +2
    Charisma d4 ☐ +1

    Favored Card: {list favored card here}
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Alchemical, Spell, Light Armor, Weapon.
    POWERS:
    You may not play spells that have the Attack trait.
    During recovery, you may recharge Alchemical boons instead of banishing them.
    On your check to recharge a non-Attack spell, you automatically succeed.
    You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check (☐ or your Strength, Dexterity, or Constitution non-combat check).

    "


    Bekah Deck Handler Bard || Arcane || Finesse

    out of turn updates

    recover force missiles Arcane 6: 1d8 + 1 ⇒ (8) + 1 = 9 Success.
    "

    Bekah wrote:

    Hand: Shortsword (Core), Sling, Rapier (Core),

    Displayed: Leather Armor (Core),
    Deck: 12 Discard: 1 Buried: 0
    Current Location: Base
    Hero Points:3
    NOTES:
    Available Support: Move me to an open location perferably with spells
    Movement: recharge cards as needed, just leave me a weapon

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Spellbook (Core), Old Salt, Bracers of Protection (Core), Blessing of the Gods, Magnifying Glass, Spider (Core), Prayer, Black Spot (Core), Troubadour (Core), Sands of the Hour, Orison
    Recharged: Force Missile (Core),
    Discard Pile: Cure (Core),
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Fortitude+2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: Charimsa +1
    Dipolomacy: Charisma+3
    Divine: Charisma+1

    Favored Card: {list favored card here}
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    {Arcane}{Divine}{Weapons}
    POWERS:
    At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
    You may recharge a weapon or a spell to add 1d4 (☐+1) to a check by another character at your location (☐ or your check).
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.

    "


    Out of Turn Updates: None
    Turn Order: Salim/Zalarian, Bekah/Morph147, Damiel/TColMaster
    if random character, using Self as #1

    Turn - Hour: 6 - The Queen Mother
    Hour Rules: Your Knowledge check is blessed.

    SOT: None
    Give Card: Remove Disease to Bekah
    Move: Stay at Shop
    Location Powers: When you fail to acquire a boon, you may shuffle it into the location.

    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.

    Will ask Bekah to recharge weapon/spell (assume remove disease)
    Constitution Check DC 7: 1d8 + 1d4 ⇒ (4) + (2) = 6 No Success-will discard starknife due to wildcard

    Salim Ends his turn

    Reminder of Scenario changes:

    Desperate- When you encounter a boon and do not acquire it, discard a card
    Confusing- After your reset, shuffle a random card into your deck.

  • When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
  • At the end of your turn, if you did not defeat a bane or acquire a boon this turn, roll 1d6 and summon and encounter a card of the indicated type:
    1. Weapon
    2. Spell
    3. Armor
    4. Item
    5. Barrier
    6. Monster
  • Salim attempts to recover all cards in their Recovery pile.

    Salim resets their hand shuffling random card (Korovsan Guard) into deck due to Confusing.

    "

    Salim wrote:

    Hand: The Melted Blade, Rapier, Heavy Shield, Blessing of the Gods,

    Displayed:
    Deck: 10 Discard: 2 Buried: 0
    Hero Points: 0
    reroll last used 1-A
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move Order: Den of Iniquity, Plaza, Shop, Alley
    Other: Can bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Leather Armor, Spyglass, Orison, The Carnival, Korvosan Guard, Grave Tender, Mouse, Quartermaster, Dagger +1, Sage's Journal
    Recharged:
    Discard Pile: Spider, Starknife,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    -Finesse Melee: Dexterity+2
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d6 ☐ +1
    -Knowledge: Intelligence+2
    Wisdom d6 ☐ +1 ☐ +2
    -Divine: Wisdom +0
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    -Diplomacy: Charisma+2

    Favored Card: Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons, Divine
    POWERS:
    For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
    When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead.)
    □ Add 1d4 (□ 1d8) to your non-combat check against a bane.

    "

    [u]Summary[/u]
    Current Location: Shop
    Acquired: None
    Banished: Armor
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): Bekah received and recharged Remove Disease


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

    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).

    PLAYER HANDS || SCOURGES || LOOT

    During This Scenario: Scenario 7-1A: Once Bitten, Twice-Born

  • When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
  • At the end of your turn, if you did not defeat a bane or acquire a boon this turn, roll 1d6 and summon and encounter a card of the indicated type:
    1. Weapon
    2. Spell
    3. Armor
    4. Item
    5. Barrier
    6. Monster

    Additional Rules: Harrow Suit: Keys

    Heroic Tweaks:
    Desperate- When you encounter a boon and do not acquire it, discard a card
    Confusing- After your reset, shuffle a random card into your deck.

    Danger Zombie Minions
    Villain None
    Henchmen (Closing) Dangerous Sales—Proxy A

    Scenario Level (#): 1

    Turn: 7, Bekah/morph1470

    Random Cards:

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

    Spoiler:
    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.

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

    Spoiler:
    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.

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

    Spoiler:
    Tangle of Debris
    CotCT
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 5
    OR Survival 7
    If undefeated, roll 1d4 twice and suffer the corresponding scourges:
    1. Entangled 3. Poisoned 2. Exhausted 4. Wounded

    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:
    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.

    Weapons
    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:
    Rapier
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Piercing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 5
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.

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

    Spoiler:
    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:
    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.

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

    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:
    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.

    Spoiler:
    Soothing Word
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Healing
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 6
    On your turn, banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 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.


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

    Spoiler:
    Magic 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:
    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:
    Archer's Kite Shield
    CotCT
    Armor 1
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 5
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Items
    Spoiler:
    Sacred Candle
    Core
    Item 1
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Divine 10
    Bury to draw the hour. You may not play this during an encounter.

    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:
    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.

    Spoiler:
    Spiked Gauntlet
    CotCT
    Item 0
    Traits:
    Accessory
    Piercing
    To Acquire:
    Strength
    Melee 4
    On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.

    Spoiler:
    Gem of Mental Acuity
    Core
    Item 1
    Traits:
    Magic
    Object
    To Acquire:
    Intelligence
    Wisdom
    Charisma 11
    On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.

    Allies
    Spoiler:
    Card Caster
    CotCT
    Ally 0
    Traits:
    Human
    Magus
    Harrow
    To Acquire:
    Intelligence
    Knowledge 5
    OR Charisma
    Diplomacy 7
    Recharge to examine the bottom 2 cards of any location.
    Discard to explore. This exploration, on all combat, Knowledge and Perception checks, 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.

    Spoiler:
    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.

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

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

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

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

    Spoiler:
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.

    Spoiler:
    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: If you are at a Wild location, you may discard a card to explore.

    Current Hour:

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

    Hours Remaining: 23

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 1 Damiel/tcolmaster01
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    Veteran
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Hourglass Card 2 Salim/Zalarian:
    Spoiler:
    Hourglass Card 2 Salim/Zalarian
    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.
    Hourglass Card 3 Bekah/morph1470:
    Spoiler:
    Hourglass Card 3 Bekah/morph1470
    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 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 4 Damiel/tcolmaster01
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    Veteran
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 5 Salim/Zalarian:
    Spoiler:
    Hourglass Card 5 Salim/Zalarian
    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 Bekah/morph1470:
    Spoiler:
    Hourglass Card 6 Bekah/morph1470
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.
    Hourglass Card 7 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Damiel/tcolmaster01
    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 8 Salim/Zalarian:
    Spoiler:
    Hourglass Card 8 Salim/Zalarian
    The Cyclone
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
    To Acquire:
    Strength
    Survival 4+#
    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
    Hourglass Card 9 Bekah/morph1470:
    Spoiler:
    Hourglass Card 9 Bekah/morph1470
    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.
    Hourglass Card 10 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 10 Damiel/tcolmaster01
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 11 Salim/Zalarian:
    Spoiler:
    Hourglass Card 11 Salim/Zalarian
    The Cricket
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When a character moves on their turn, each other local character may move with them.
    To Acquire:
    Dexterity
    Ranged 4+#
    On any check, discard to bless.
    On another character's Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.
    Hourglass Card 12 Bekah/morph1470:
    Spoiler:
    Hourglass Card 12 Bekah/morph1470
    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.
    Hourglass Card 13 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 13 Damiel/tcolmaster01
    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 Salim/Zalarian:
    Spoiler:
    Hourglass Card 14 Salim/Zalarian
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 15 Bekah/morph1470:
    Spoiler:
    Hourglass Card 15 Bekah/morph1470
    The Owl
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Survival check is blessed.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
    Hourglass Card 16 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 16 Damiel/tcolmaster01
    The Foreign Trader
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.
    Hourglass Card 17 Salim/Zalarian:
    Spoiler:
    Hourglass Card 17 Salim/Zalarian
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
    To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.
    Hourglass Card 18 Bekah/morph1470:
    Spoiler:
    Hourglass Card 18 Bekah/morph1470
    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 19 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 19 Damiel/tcolmaster01
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Hourglass Card 20 Salim/Zalarian:
    Spoiler:
    Hourglass Card 20 Salim/Zalarian
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 21 Bekah/morph1470:
    Spoiler:
    Hourglass Card 21 Bekah/morph1470
    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.
    Hourglass Card 22 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 22 Damiel/tcolmaster01
    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 23 Salim/Zalarian:
    Spoiler:
    Hourglass Card 23 Salim/Zalarian
    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.

    Location #1: Den Of Iniquity
    Urban
    At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
    When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
    When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Den Of Iniquity Card 1:
    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.
    Den Of Iniquity Card 2:
    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.
    Den Of Iniquity Card 3:
    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.
    Den Of Iniquity Card 4:
    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.
    Den Of Iniquity Card 5:
    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.
    Den Of Iniquity Card 6:
    Codex
    Core
    Item 0
    Traits:
    Book
    To Acquire:
    Intelligence
    Knowledge 5
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.
    Den Of Iniquity Card 7:
    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.
    Den Of Iniquity 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.
    Den Of Iniquity Card 9:
    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.
    Den Of Iniquity Card 10:
    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.

    Location #3: Alley
    Urban
    At This Location: When you play an ally for its power, display it next to this location card.
    When Closing: Summon and acquire an ally.
    When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
    M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: Damiel/tcolmaster01, None
    Alley Card 1:
    Strangler
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 10
    Cannot be evaded.
    Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
    Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.
    Alley Card 2:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    Veteran
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Alley Card 3:
    Bracers of Protection
    Core
    Item 0
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Arcane 5
    When you suffer Combat damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 1.
    Alley Card 4:
    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.

    Alley Card 5:
    Merchant
    CotCT
    Ally 0
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 7
    Discard to give a card to another character.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.
    Alley Card 6:
    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.

    Alley Card 7:
    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.
    Alley Card 8:
    Frog
    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Fortitude
    Survival 4
    When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
    Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.

    Location #4: Shop
    Urban
    At This Location: When you fail to acquire a boon, you may shuffle it into the location.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
    M: 0 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Bekah/morph1470, Salim/Zalarian, None
    Shop Card 1:
    Antiplague
    CotCT
    Item 0
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 5
    Display next to a local character.
    While displayed:
    * On this character's checks against Disease or Poison cards, add 1d8.
    * You may banish to remove the scourge Plagued or Poisoned from this character.
    * At the end of the scenario, banish.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Shop Card 2:
    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.
    Shop Card 3:
    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.
    Shop Card 4:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Shop Card 5:
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.
    Shop Card 6:
    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.
    Shop Card 7:
    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.
    Shop Card 8:
    Drowning Mud
    Core
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Strength
    Survival 6
    OR Constitution
    Fortitude 8
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.


  • Bekah Deck Handler Bard || Arcane || Finesse

    out of turn fixes
    Encounter random Barrier - Mad Prophet
    Will attempt diplomacy. hour increases difficulty by 1.
    Will recharge sling to add my inteligence die to the barrier check by the hour.

    Diplomacy 6+1+1: 1d8 + 3 + 1d6 ⇒ (1) + 3 + (2) = 6 Still failed

    have to add a card to deck manager because I wouldnt have had sling in hand. -troubadaur which then i recharge a rapier to salem check.


    Bekah Deck Handler Bard || Arcane || Finesse

    Hour is Erastil's Eye
    Hour power is If you are at a Wild location, you may discard a card to explore.

    First explore
    Encounter Shop Card 1: Antiplague

    Intelligence 5: 1d6 ⇒ 4 Fail. Upon failing discard a card, will discard troubadour.

    end of turn
    End of turn did not succeed at acquiring boon or defeating monster so
    Random card : 1d6 ⇒ 1 encounter random weapon 1: Battleaxe

    Strength 6: 1d6 ⇒ 4 [ooc]Fail. Discard shortsword

    reset hand - then shuffle random card back into deck - did all this in deck manager

    "

    Bekah wrote:

    Hand: Blessing of the Gods, Orison, Sands of the Hour, Magnifying Glass,

    Displayed: Leather Armor (Core),
    Deck: 10 Discard: 3 Buried: 0
    Current Location: Base
    Hero Points:3
    NOTES:
    Available Support: Move me to an open location perferably with spells
    Movement: recharge cards as needed, just leave me a weapon

    Deck, Discard, Buried:

    Reloaded: Blessing of the Gods,
    Middle of Deck (Unknown Order): Force Missile (Core), Spider (Core), Black Spot (Core), Spellbook (Core), Prayer, Old Salt, Sling, Rapier (Core), Bracers of Protection (Core)
    Recharged:
    Discard Pile: Cure (Core), Troubadour (Core), Shortsword (Core),
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Fortitude+2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: Charimsa +1
    Dipolomacy: Charisma+3
    Divine: Charisma+1

    Favored Card: {list favored card here}
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    {Arcane}{Divine}{Weapons}
    POWERS:
    At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
    You may recharge a weapon or a spell to add 1d4 (☐+1) to a check by another character at your location (☐ or your check).
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.

    "

    upkeep
    banish = Shop#1, Random weapon #1


    Damiel Deck Handler|||Alchemy Pack||| Support|||Ranged Pack

    Out of Turn Updates: None

    Turn - Hour: Cayden Cailean's Revelry
    Hour Rules:On your check, you may discard a card to reroll 1 die showing 1 or 2.
    SOT: Display Chain Shirt
    Give Card: None
    Move: XX -> YY
    Location Powers: When you play an ally for its power, display it next to this location card.
    Explore: Srangler

    BYA Dex 8: 1d12 ⇒ 5 Cannot play spells
    Shortbow
    Combat 10: 1d12 + 1d6 ⇒ (10) + (4) = 14
    Defeated

    Damiel ends their turn.

    Damiel attempts to recover all cards in their Recovery pile.

    Damiel resets their hand.
    Draw 1

    Confusing: 1d5 ⇒ 5
    [u]Summary[/u]
    Acquired: None
    Banished: Strangler
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None

    "

    Damiel wrote:

    Hand: Enhance, Soothing Word, Incitation 1, Longbow,

    Displayed: Chain Shirt,
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Candlelight, Light Crossbow, Incitation 2, Orison, Noxious Bomb, Aid, Blast Stone, Heavy Crossbow
    Recharged: Acid Flask, Elixir of Healing, Shortbow,
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    Here
    Strength d4 ☐ +1 ☐ +2
    Dexterity d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Disable +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Craft +3
    Wisdom d6 ☐ +1 ☐ +2
    Perception +2
    Charisma d4 ☐ +1

    Favored Card: {list favored card here}
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Alchemical, Spell, Light Armor, Weapon.
    POWERS:
    You may not play spells that have the Attack trait.
    During recovery, you may recharge Alchemical boons instead of banishing them.
    On your check to recharge a non-Attack spell, you automatically succeed.
    You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check (☐ or your Strength, Dexterity, or Constitution non-combat check).

    "


    Out of Turn Updates: None
    Turn Order: Salim/Zalarian, Bekah/Morph147, Damiel/TColMaster
    if random character, using Self as #1

    Turn - Hour: 9 - Gozreh's Growth
    Hour Rules: On your check against an Animal or Elemental card, add 1d4.

    SOT: None
    Give Card: Rapier to Bekah
    Move: Stay at Shop
    Location Powers: When you fail to acquire a boon, you may shuffle it into the location.

    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.

    Will have Damiel discard his blessing
    Dexterity Check DC 5: 2d8 + 0 ⇒ (2, 8) + 0 = 10 Success

    Will discard BotG to explore

    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.

    Will recharge Bastion Boots to evade obstacle

    Salim Ends his turn

    Reminder of Scenario changes:

    Desperate- When you encounter a boon and do not acquire it, discard a card
    Confusing- After your reset, shuffle a random card into your deck.

  • When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
  • At the end of your turn, if you did not defeat a bane or acquire a boon this turn, roll 1d6 and summon and encounter a card of the indicated type:
    1. Weapon
    2. Spell
    3. Armor
    4. Item
    5. Barrier
    6. Monster
  • Salim attempts to recover all cards in their Recovery pile.

    Salim resets their hand shuffling random card (Melted Blade) into deck due to Confusing.

    "

    Salim wrote:

    Hand: Heavy Shield, Leather Armor, Sage's Journal, Orison,

    Displayed:
    Deck: 10 Discard: 3 Buried: 0
    Hero Points: 0
    reroll last used 1-A
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move Order: Den of Iniquity, Plaza, Shop, Alley
    Other: Can bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded: Heavy Shield,
    Middle of Deck (Unknown Order): The Carnival, Korvosan Guard, Bastion Boots, Mouse, Spyglass, The Melted Blade, Dagger +1, Quartermaster, Grave Tender
    Recharged:
    Discard Pile: Spider, Starknife, Blessing of the Gods,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    -Finesse Melee: Dexterity+2
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d6 ☐ +1
    -Knowledge: Intelligence+2
    Wisdom d6 ☐ +1 ☐ +2
    -Divine: Wisdom +0
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    -Diplomacy: Charisma+2

    Favored Card: Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons, Divine
    POWERS:
    For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
    When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead.)
    □ Add 1d4 (□ 1d8) to your non-combat check against a bane.

    "

    [u]Summary[/u]
    Current Location: Shop
    Acquired: Bastion Boots
    Banished: None
    Examined: Burning Tar but shuffled
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: Damiel's Blessing
    Actions needed by other Player(s): None


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

    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).

    PLAYER HANDS || SCOURGES || LOOT

    During This Scenario: Scenario 7-1A: Once Bitten, Twice-Born

  • When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
  • At the end of your turn, if you did not defeat a bane or acquire a boon this turn, roll 1d6 and summon and encounter a card of the indicated type:
    1. Weapon
    2. Spell
    3. Armor
    4. Item
    5. Barrier
    6. Monster

    Additional Rules: Harrow Suit: Keys

    Heroic Tweaks:
    Desperate- When you encounter a boon and do not acquire it, discard a card
    Confusing- After your reset, shuffle a random card into your deck.

    Danger Zombie Minions
    Villain None
    Henchmen (Closing) Dangerous Sales—Proxy A

    Dangerous Sale:

    Story Bane
    Type: Barrier
    Traits: Cache Skirmish
    To Defeat: None None
    Summon and encounter the danger. If you defeat it, this card is defeated; otherwise it is undefeated. If defeated, roll 1d6; summon and encounter a boon of the indicated type: 1. Weapon 2. Spell 3. Armor 4. Item 5. Ally 6. Blessing

    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.

    Scenario Level (#): 1

    Turn: 10, Bekah/morph1470

    Random Cards:

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

    Spoiler:
    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:
    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:
    Yeth Hound
    Core
    Monster 1
    Traits:
    Animal
    Outsider
    To Defeat:
    Combat 10
    Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
    If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.

    Barriers
    Spoiler:
    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:
    Razor Snare
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Survival 6
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

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

    Spoiler:
    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.

    Weapons
    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:
    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:
    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:
    Sword Cane
    CotCT
    Weapon 0
    Traits:
    Bludgeoning
    Finesse
    Melee
    Staff
    To Acquire:
    Strength
    Melee
    Stealth 6
    For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
    At the end of your turn, recharge to move.

    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.

    Spells
    Spoiler:
    Lightning Touch
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 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:
    Soothing Word
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Healing
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 6
    On your turn, banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.

    Spoiler:
    Immolate
    CotCT
    Spell 0
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    For your combat check, banish to use Arcane or Divine + 2d4.
    On a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.

    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.

    Armors
    Spoiler:
    Chain Mail
    Core
    Armor 0
    Traits:
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 5
    Display. While displayed:
    * When you suffer Combat damage, you may recharge 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:
    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:
    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
    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:
    Light Shield
    Core
    Armor 0
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 3
    When you suffer Combat damage, freely reveal to reduce it by 1.
    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:
    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:
    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:
    Antiplague
    CotCT
    Item 0
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 5
    Display next to a local character.
    While displayed:
    * On this character's checks against Disease or Poison cards, add 1d8.
    * You may banish to remove the scourge Plagued or Poisoned from this character.
    * At the end of the scenario, banish.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.


    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.

    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.

    Allies
    Spoiler:
    Sage
    Core
    Ally 0
    Traits:
    Arcanist
    Human
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 4
    On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
    Discard to examine the top card of your location, then shuffle the location, then you may explore.

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

    Spoiler:
    Gentleman Explorer
    CotCT
    Ally 1
    Traits:
    Human
    Aristocrat
    To Acquire:
    Charisma
    Diplomacy 8
    OR Knowledge 5
    On a local check against a barrier or an ally, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.

    Spoiler:
    Priest of Asmodeus
    CotCT
    Ally 1
    Traits:
    Cleric
    Human
    To Acquire:
    Charisma
    Diplomacy 9
    OR Arcane
    Divine 5
    On a local check, reveal this card and bury another card to reroll.
    Recharge to explore. This exploration, on your checks, add 1d4.
    After the exploration, bury a card.

    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.

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

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

    Spoiler:
    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.

    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 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 1 Damiel/tcolmaster01
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    Veteran
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 2 Salim/Zalarian:
    Spoiler:
    Hourglass Card 2 Salim/Zalarian
    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 Bekah/morph1470:
    Spoiler:
    Hourglass Card 3 Bekah/morph1470
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.
    Hourglass Card 4 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 4 Damiel/tcolmaster01
    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 Salim/Zalarian:
    Spoiler:
    Hourglass Card 5 Salim/Zalarian
    The Cyclone
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
    To Acquire:
    Strength
    Survival 4+#
    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
    Hourglass Card 6 Bekah/morph1470:
    Spoiler:
    Hourglass Card 6 Bekah/morph1470
    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.
    Hourglass Card 7 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Damiel/tcolmaster01
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 8 Salim/Zalarian:
    Spoiler:
    Hourglass Card 8 Salim/Zalarian
    The Cricket
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When a character moves on their turn, each other local character may move with them.
    To Acquire:
    Dexterity
    Ranged 4+#
    On any check, discard to bless.
    On another character's Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.
    Hourglass Card 9 Bekah/morph1470:
    Spoiler:
    Hourglass Card 9 Bekah/morph1470
    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.
    Hourglass Card 10 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 10 Damiel/tcolmaster01
    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 Salim/Zalarian:
    Spoiler:
    Hourglass Card 11 Salim/Zalarian
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 12 Bekah/morph1470:
    Spoiler:
    Hourglass Card 12 Bekah/morph1470
    The Owl
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Survival check is blessed.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
    Hourglass Card 13 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 13 Damiel/tcolmaster01
    The Foreign Trader
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.
    Hourglass Card 14 Salim/Zalarian:
    Spoiler:
    Hourglass Card 14 Salim/Zalarian
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
    To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.
    Hourglass Card 15 Bekah/morph1470:
    Spoiler:
    Hourglass Card 15 Bekah/morph1470
    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 16 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 16 Damiel/tcolmaster01
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Hourglass Card 17 Salim/Zalarian:
    Spoiler:
    Hourglass Card 17 Salim/Zalarian
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 18 Bekah/morph1470:
    Spoiler:
    Hourglass Card 18 Bekah/morph1470
    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.
    Hourglass Card 19 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 19 Damiel/tcolmaster01
    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 20 Salim/Zalarian:
    Spoiler:
    Hourglass Card 20 Salim/Zalarian
    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.

    Location #1: Den Of Iniquity
    Urban
    At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
    When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
    When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Den Of Iniquity Card 1:
    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.
    Den Of Iniquity Card 2:
    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.
    Den Of Iniquity Card 3:
    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.
    Den Of Iniquity Card 4:
    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.
    Den Of Iniquity Card 5:
    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.
    Den Of Iniquity Card 6:
    Codex
    Core
    Item 0
    Traits:
    Book
    To Acquire:
    Intelligence
    Knowledge 5
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.
    Den Of Iniquity Card 7:
    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.
    Den Of Iniquity 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.
    Den Of Iniquity Card 9:
    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.
    Den Of Iniquity Card 10:
    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.

    Location #3: Alley
    Urban
    At This Location: When you play an ally for its power, display it next to this location card.
    When Closing: Summon and acquire an ally.
    When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
    M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: Damiel/tcolmaster01, None
    Alley Card 1:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    Veteran
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Alley Card 2:
    Bracers of Protection
    Core
    Item 0
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Arcane 5
    When you suffer Combat damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 1.
    Alley Card 3:
    Elemental Treaty
    CotCT
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    IntelligenceWisdomArcaneDivine 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.

    Alley Card 4:
    Merchant
    CotCT
    Ally 0
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 7
    Discard to give a card to another character.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.
    Alley Card 5:
    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.

    Alley Card 6:
    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.
    Alley Card 7:
    Frog
    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Fortitude
    Survival 4
    When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
    Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.

    Location #4: Shop
    Urban
    At This Location: When you fail to acquire a boon, you may shuffle it into the location.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
    M: 0 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Bekah/morph1470, Salim/Zalarian, Burning Tar
    Shop Card 1:
    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.
    Shop Card 2:
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.
    Shop Card 3:
    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.
    Shop Card 4:
    Drowning Mud
    Core
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Strength
    Survival 6
    OR Constitution
    Fortitude 8
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
    Shop Card 5:
    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.
    Shop Card 6:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.


  • Bekah Deck Handler Bard || Arcane || Finesse

    Hour is Orison
    Hour power is none

    Start of turn

    recharge magnifying glass to examine the top 2 cards of my deck. then may shuffle my deck - Prayer and Sling. Will choose to reshuffle.

    First explore
    Encounter Shop Card 1: Burning Tar
    BYA each local character sufferes 1 fire damage - discard blessing of the gods

    will attempt fortitude. recharge orison to bless
    Fortitude 7+1: 1d8 + 2 + 1d8 ⇒ (3) + 2 + (7) = 12 Success. Banish Burning Tar

    End turn
    reset hand. - rapier, black spot, magnifying glass
    scenario effect - shuffle 1 card from hand back into deck. Rapier from Salim.

    "

    Bekah wrote:

    Hand: Rapier (Core), Black Spot (Core), Sands of the Hour, Magnifying Glass,

    Displayed: Leather Armor (Core),
    Deck: 9 Discard: 4 Buried: 0
    Current Location: Base
    Hero Points:3
    NOTES:
    Available Support: Move me to an open location perferably with spells
    Movement: recharge cards as needed, just leave me a weapon

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Rapier (core) Salim, Old Salt, Force Missile (Core), Spider (Core), Spellbook (Core), Prayer, Sling, Bracers of Protection (Core)
    Recharged: Orison,
    Discard Pile: Cure (Core), Troubadour (Core), Shortsword (Core), Blessing of the Gods,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Fortitude+2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: Charimsa +1
    Dipolomacy: Charisma+3
    Divine: Charisma+1

    Favored Card: {list favored card here}
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    {Arcane}{Divine}{Weapons}
    POWERS:
    At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
    You may recharge a weapon or a spell to add 1d4 (☐+1) to a check by another character at your location (☐ or your check).
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.

    "

    Upkeep
    shop#1 banish
    Salim needs to take 1 fire damage


    Damiel Deck Handler|||Alchemy Pack||| Support|||Ranged Pack

    Out of Turn Updates: None

    Turn - Hour:Erastil's Eye -
    Hour Rules: If you are at a Wild location, you may discard a card to explore.
    SOT: None
    Give Card: None
    Move: XX -> YY
    Location Powers: When you play an ally for its power, display it next to this location card.
    Explore: Skeleton
    Longbow, Incitation
    Combat 12: 2d12 + 1d8 ⇒ (7, 3) + (1) = 11
    Paizo Reroll : 1d8 ⇒ 2
    Defeated
    -Use Soothing Word to heal Incitation

    Damiel ends their turn.

    Damiel attempts to recover all cards in their Recovery pile.
    -Soothing Word recharges automatically
    Damiel resets their hand.

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

    Damiel wrote:

    Hand: Enhance, Elixir of Healing, Heavy Crossbow, Longbow, Noxious Bomb,

    Displayed: Chain Shirt,
    Deck: 10 Discard: 0 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blast Stone, Aid, Light Crossbow, Incitation 2, Acid Flask, Shortbow, Candlelight, Orison, Incitation 1
    Recharged: Soothing Word,
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    Here
    Strength d4 ☐ +1 ☐ +2
    Dexterity d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Disable +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Craft +3
    Wisdom d6 ☐ +1 ☐ +2
    Perception +2
    Charisma d4 ☐ +1

    Favored Card: {list favored card here}
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Alchemical, Spell, Light Armor, Weapon.
    POWERS:
    You may not play spells that have the Attack trait.
    During recovery, you may recharge Alchemical boons instead of banishing them.
    On your check to recharge a non-Attack spell, you automatically succeed.
    You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check (☐ or your Strength, Dexterity, or Constitution non-combat check).

    "


    Out of Turn Updates: Take 1 fire damage on Bekah's turn..discard shield
    Turn Order: Salim/Zalarian, Bekah/Morph147, Damiel/TColMaster
    if random character, using Self as #1

    Turn - Hour: 12 - Sands of the Hour
    Hour Rules: None

    SOT: None
    Give Card: None
    Move: stay at shop
    Location Powers: When you fail to acquire a boon, you may shuffle it into the location.

    Will display leather armor

    Trapped Chest:

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

    Will bury Sage's Journal to add knowledge and recharge orison to bless
    Untrained Skill Check DC 7+1=8: 1d4 + 1d4 + 1d6 + 2 ⇒ (2) + (2) + (1) + 2 = 7 Failure I take acid damage (empty hand) and become dazed

    Salim Ends his turn

    Reminder of Scenario changes:

    Desperate- When you encounter a boon and do not acquire it, discard a card
    Confusing- After your reset, shuffle a random card into your deck.

  • When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
  • At the end of your turn, if you did not defeat a bane or acquire a boon this turn, roll 1d6 and summon and encounter a card of the indicated type:
    1. Weapon
    2. Spell
    3. Armor
    4. Item
    5. Barrier
    6. Monster
  • Random Roll: 1d6 ⇒ 4 Item - Acid Flask

    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.

    Intelligence Check DC 4: 1d6 + 0 ⇒ (1) + 0 = 1 No Success; no cards in hand to discard

    Salim attempts to recover all cards in their Recovery pile.

    Salim resets their hand shuffling random card (Gravetender) into deck due to Confusing.

    "

    Salim wrote:

    Hand: The Melted Blade, Mouse, Spyglass, The Carnival,

    Displayed: Leather Armor,
    Deck: 7 Discard: 4 Buried: 1
    Hero Points: 0
    reroll last used 1-A // Salim has the following scourges marked:
    Dazed:
    While Marked:
    You may not examine locations.

    If you explored this turn, you may not explore again.

    If you didn't suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge.


    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move Order: Den of Iniquity, Plaza, Shop, Alley
    Other: Can bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Quartermaster, Bastion Boots, Rapier, Korvosan Guard, Grave Tender, Orison, Dagger +1
    Recharged:
    Discard Pile: Spider, Starknife, Blessing of the Gods, Heavy Shield,
    Buried Pile: Sage's Journal,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    -Finesse Melee: Dexterity+2
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d6 ☐ +1
    -Knowledge: Intelligence+2
    Wisdom d6 ☐ +1 ☐ +2
    -Divine: Wisdom +0
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    -Diplomacy: Charisma+2

    Favored Card: Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons, Divine
    POWERS:
    For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
    When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead.)
    □ Add 1d4 (□ 1d8) to your non-combat check against a bane.

    "

    [u]Summary[/u]
    Current Location: Shop
    Acquired: None
    Banished: None
    Examined: trapped Chest (location shuffled)
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): Bekah could avenge if desired


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

    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).

    PLAYER HANDS || SCOURGES || LOOT

    During This Scenario: Scenario 7-1A: Once Bitten, Twice-Born

  • When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
  • At the end of your turn, if you did not defeat a bane or acquire a boon this turn, roll 1d6 and summon and encounter a card of the indicated type:
    1. Weapon
    2. Spell
    3. Armor
    4. Item
    5. Barrier
    6. Monster

    Additional Rules: Harrow Suit: Keys

    Heroic Tweaks:
    Desperate- When you encounter a boon and do not acquire it, discard a card
    Confusing- After your reset, shuffle a random card into your deck.

    Danger Zombie Minions
    Villain None
    Henchmen (Closing) Dangerous Sales—Proxy A

    Dangerous Sale:

    Story Bane
    Type: Barrier
    Traits: Cache Skirmish
    To Defeat: None None
    Summon and encounter the danger. If you defeat it, this card is defeated; otherwise it is undefeated. If defeated, roll 1d6; summon and encounter a boon of the indicated type: 1. Weapon 2. Spell 3. Armor 4. Item 5. Ally 6. Blessing

    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.

    Scenario Level (#): 1

    Turn: 13, Bekah/morph1470

    Random Cards:

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

    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:
    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.

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

    Spoiler:
    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:
    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:
    Concealed Hatch
    CotCT
    Barrier 1
    Traits:
    Lock
    To Defeat:
    Strength 5
    OR Disable 3
    Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
    If undefeated, reload this barrier into its location.

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

    Spells
    Spoiler:
    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:
    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.

    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.

    Spoiler:
    Immolate
    CotCT
    Spell 0
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    For your combat check, banish to use Arcane or Divine + 2d4.
    On a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.

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


    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.

    Armors
    Spoiler:
    Chain Mail
    Core
    Armor 0
    Traits:
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 5
    Display. While displayed:
    * When you suffer Combat damage, you may recharge 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:
    Covering Heavy Shield
    Core
    Armor 1
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 6
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    When a local character suffers Combat damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

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

    Spoiler:
    Magic 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.

    Items
    Spoiler:
    Staff of Minor Healing
    Core
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 7
    Recharge to heal a local character a card.

    Spoiler:
    Spiked Gauntlet
    CotCT
    Item 0
    Traits:
    Accessory
    Piercing
    To Acquire:
    Strength
    Melee 4
    On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.

    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:
    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:
    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.

    Allies
    Spoiler:
    Sage
    Core
    Ally 0
    Traits:
    Arcanist
    Human
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 4
    On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
    Discard to examine the top card of your location, then shuffle the location, then you may explore.

    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:
    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:
    Gentleman Explorer
    CotCT
    Ally 1
    Traits:
    Human
    Aristocrat
    To Acquire:
    Charisma
    Diplomacy 8
    OR Knowledge 5
    On a local check against a barrier or an ally, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.

    Spoiler:
    Spider
    CotCT
    Ally 0
    Traits:
    Vermin
    To Acquire:
    Wisdom
    Fortitude
    Survival 4
    On your combat check, reload to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4.

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

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

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

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

    Hour Power: At the start of your turn, discard a blessing or suffer the scourge Exhausted.

    Current Hour:

    The Waxworks:
    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.

    Hours Remaining: 17

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 1 Damiel/tcolmaster01
    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 Salim/Zalarian:
    Spoiler:
    Hourglass Card 2 Salim/Zalarian
    The Cyclone
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
    To Acquire:
    Strength
    Survival 4+#
    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
    Hourglass Card 3 Bekah/morph1470:
    Spoiler:
    Hourglass Card 3 Bekah/morph1470
    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.
    Hourglass Card 4 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 4 Damiel/tcolmaster01
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 5 Salim/Zalarian:
    Spoiler:
    Hourglass Card 5 Salim/Zalarian
    The Cricket
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When a character moves on their turn, each other local character may move with them.
    To Acquire:
    Dexterity
    Ranged 4+#
    On any check, discard to bless.
    On another character's Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.
    Hourglass Card 6 Bekah/morph1470:
    Spoiler:
    Hourglass Card 6 Bekah/morph1470
    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.
    Hourglass Card 7 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Damiel/tcolmaster01
    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 Salim/Zalarian:
    Spoiler:
    Hourglass Card 8 Salim/Zalarian
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 9 Bekah/morph1470:
    Spoiler:
    Hourglass Card 9 Bekah/morph1470
    The Owl
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Survival check is blessed.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
    Hourglass Card 10 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 10 Damiel/tcolmaster01
    The Foreign Trader
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.
    Hourglass Card 11 Salim/Zalarian:
    Spoiler:
    Hourglass Card 11 Salim/Zalarian
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
    To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.
    Hourglass Card 12 Bekah/morph1470:
    Spoiler:
    Hourglass Card 12 Bekah/morph1470
    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 13 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 13 Damiel/tcolmaster01
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Hourglass Card 14 Salim/Zalarian:
    Spoiler:
    Hourglass Card 14 Salim/Zalarian
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 15 Bekah/morph1470:
    Spoiler:
    Hourglass Card 15 Bekah/morph1470
    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.
    Hourglass Card 16 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 16 Damiel/tcolmaster01
    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 17 Salim/Zalarian:
    Spoiler:
    Hourglass Card 17 Salim/Zalarian
    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.

    Location #1: Den Of Iniquity
    Urban
    At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
    When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
    When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Den Of Iniquity Card 1:
    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.
    Den Of Iniquity Card 2:
    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.
    Den Of Iniquity Card 3:
    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.
    Den Of Iniquity Card 4:
    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.
    Den Of Iniquity Card 5:
    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.
    Den Of Iniquity Card 6:
    Codex
    Core
    Item 0
    Traits:
    Book
    To Acquire:
    Intelligence
    Knowledge 5
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.
    Den Of Iniquity Card 7:
    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.
    Den Of Iniquity 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.
    Den Of Iniquity Card 9:
    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.
    Den Of Iniquity Card 10:
    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.

    Location #3: Alley
    Urban
    At This Location: When you play an ally for its power, display it next to this location card.
    When Closing: Summon and acquire an ally.
    When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
    M: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: Damiel/tcolmaster01, None
    Alley Card 1:
    Bracers of Protection
    Core
    Item 0
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Arcane 5
    When you suffer Combat damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 1.
    Alley Card 2:
    Elemental Treaty
    CotCT
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    IntelligenceWisdomArcaneDivine 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.

    Alley Card 3:
    Merchant
    CotCT
    Ally 0
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 7
    Discard to give a card to another character.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.
    Alley Card 4:
    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.

    Alley Card 5:
    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.
    Alley Card 6:
    Frog
    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Fortitude
    Survival 4
    When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
    Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.

    Location #4: Shop
    Urban
    At This Location: When you fail to acquire a boon, you may shuffle it into the location.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
    M: 0 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Bekah/morph1470, Salim/Zalarian, Trapped Chest
    Shop Card 1:
    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.
    Shop Card 2:
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.
    Shop Card 3:
    Drowning Mud
    Core
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Strength
    Survival 6
    OR Constitution
    Fortitude 8
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
    Shop Card 4:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Shop Card 5:
    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.


  • Bekah Deck Handler Bard || Arcane || Finesse

    Hour is The Waxworks
    Hour power is At the start of your turn, discard a blessing or suffer the scourge Exhausted.

    Start of turn
    discard sands of the hour to scenario effect.

    First explore
    Encounter Shop Card 1: Divine Insight
    Divine 6: 1d8 + 1 ⇒ (6) + 1 = 7 Success. Acquire.

    recharge magnifying glass to look at top 2 cards - spell book and bracers of protection. choose not to reshuffle.

    end of turn
    reset hand. then wildcard shuffles blackspot back into deck. end turn

    "

    Bekah wrote:

    Hand: Spellbook (Core), Rapier (Core), Divine Insight, Bracers of Protection (Core),

    Displayed: Leather Armor (Core),
    Deck: 9 Discard: 5 Buried: 0
    Current Location: Base
    Hero Points:3
    NOTES:
    Available Support: Move me to an open location perferably with spells
    Movement: recharge cards as needed, just leave me a weapon

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Orison, Spider (Core), Prayer, Black Spot (Core), Sling, Rapier (core) Salim, Magnifying Glass, Old Salt, Force Missile (Core)
    Recharged:
    Discard Pile: Cure (Core), Troubadour (Core), Shortsword (Core), Blessing of the Gods, Sands of the Hour,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Fortitude+2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: Charimsa +1
    Dipolomacy: Charisma+3
    Divine: Charisma+1

    Favored Card: {list favored card here}
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    {Arcane}{Divine}{Weapons}
    POWERS:
    At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
    You may recharge a weapon or a spell to add 1d4 (☐+1) to a check by another character at your location (☐ or your check).
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.

    "


    Damiel Deck Handler|||Alchemy Pack||| Support|||Ranged Pack

    Out of Turn Updates: None

    Turn - Hour: The Lost
    Hour Rules: When you would recharge a Magic boon, discard it instead.
    SOT: None
    Give Card: None
    Move: XX -> YY
    Location Powers: When you play an ally for its power, display it next to this location card.
    Explore: Bracers of Protection

    Int 5: 1d10 ⇒ 10
    Acquired

    Damiel ends their turn.

    Damiel attempts to recover all cards in their Recovery pile.

    Damiel resets their hand.
    -Discard Bracers to get down to correct hand size.
    EOT RNG: 1d5 ⇒ 4

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

    Damiel wrote:

    Hand: Enhance, Elixir of Healing, Heavy Crossbow, Noxious Bomb,

    Displayed: Chain Shirt,
    Deck: 11 Discard: 1 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Shortbow, Incitation 2, Incitation 1, Candlelight, Longbow, Blast Stone, Light Crossbow, Orison, Acid Flask, Aid
    Recharged: Soothing Word,
    Discard Pile: Bracers of Protection,
    Buried Pile:

    Skills and Powers:
    Here
    Strength d4 ☐ +1 ☐ +2
    Dexterity d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Disable +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Craft +3
    Wisdom d6 ☐ +1 ☐ +2
    Perception +2
    Charisma d4 ☐ +1

    Favored Card: {list favored card here}
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Alchemical, Spell, Light Armor, Weapon.
    POWERS:
    You may not play spells that have the Attack trait.
    During recovery, you may recharge Alchemical boons instead of banishing them.
    On your check to recharge a non-Attack spell, you automatically succeed.
    You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check (☐ or your Strength, Dexterity, or Constitution non-combat check).

    "


    Out of Turn Updates: None
    Turn Order: Salim/Zalarian, Bekah/morph147, Damiel/TColMaster
    if random character, using Self as #1

    Turn - Hour: 15 - The Cyclone
    Hour Rules: The difficulty of your non-combat check against a bane is increased by 3.

    SOT: None
    Give Card: Spyglass to Bekah and have her use since I am dazed
    Trapped Chest - put as 2nd card
    Drowning Mud - put as 1st card

    Move: Stay at shop
    Location Powers: When you fail to acquire a boon, you may shuffle it into the location

    Will Discard the Cardinal and ask Damiel for Enhance for Str

    Drowning Mud:

    Core Barrier 1
    Traits: Obstacle
    To Defeat: Strength Survival 6 OR Constitution Fortitude 8
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.

    Strength Check DC 6_3=9: 1d6 + 1d6 + 2 ⇒ (4) + (3) + 2 = 9 Success

    Salim Ends his turn shuffling his hand into his deck and remove dazed

    Reminder of Scenario changes:

    During This Adventure:

  • The Harrow suit is Crowns.
  • Add 1d4 to Charisma non-combat checks.
  • When you play your harrow, you may draw a random ally from your discards.
    Acquired Harrow Blessings of the current suit are treated as the current # for deck upgrades

    DURING THIS SCENARIO:

  • When you would close your location, first search it for Evidence. If you find it, do not close your location; instead, either banish the Evidence or shuffle the location and reload the Evidence into it.
  • When Togomor is defeated, shuffle together the villain Sermignatto and a number of monsters equal to the number of locations, then shuffle 2 of these cards into your location and 1 into each other location.
  • Quinn attempts to recover all cards in their Recovery pile.

    Quinn resets their hand shuffling Quartermaster due to confusing.

    "

    Salim wrote:

    Hand: Rapier, Bastion Boots, Korvosan Guard, Mouse,

    Displayed: Leather Armor,
    Deck: 6 Discard: 4 Buried: 1
    Hero Points: 0
    reroll last used 1-A // Salim has the following scourges marked:
    Dazed:
    While Marked:
    You may not examine locations.

    If you explored this turn, you may not explore again.

    If you didn't suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge.


    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move Order: Den of Iniquity, Plaza, Shop, Alley
    Other: Can bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Melted Blade, Grave Tender, Orison, The Carnival, Dagger +1
    Recharged:
    Discard Pile: Spider, Starknife, Blessing of the Gods, Heavy Shield,
    Buried Pile: Sage's Journal,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    -Finesse Melee: Dexterity+2
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d6 ☐ +1
    -Knowledge: Intelligence+2
    Wisdom d6 ☐ +1 ☐ +2
    -Divine: Wisdom +0
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    -Diplomacy: Charisma+2

    Favored Card: Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons, Divine
    POWERS:
    For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
    When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead.)
    □ Add 1d4 (□ 1d8) to your non-combat check against a bane.

    "

    [u]Summary[/u]
    Current Location: Shop
    Acquired: None
    Banished: Drowning Mud
    Examined: Via Bekah
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: Damiel's Enhance and Bekah given spyglass and discarded
    Actions needed by other Player(s): None


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

    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).

    PLAYER HANDS || SCOURGES || LOOT

    During This Scenario: Scenario 7-1A: Once Bitten, Twice-Born

  • When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
  • At the end of your turn, if you did not defeat a bane or acquire a boon this turn, roll 1d6 and summon and encounter a card of the indicated type:
    1. Weapon
    2. Spell
    3. Armor
    4. Item
    5. Barrier
    6. Monster

    Additional Rules: Harrow Suit: Keys

    Heroic Tweaks:
    Desperate- When you encounter a boon and do not acquire it, discard a card
    Confusing- After your reset, shuffle a random card into your deck.

    Danger Zombie Minions
    Villain None
    Henchmen (Closing) Dangerous Sales—Proxy A

    Dangerous Sale:

    Story Bane
    Type: Barrier
    Traits: Cache Skirmish
    To Defeat: None None
    Summon and encounter the danger. If you defeat it, this card is defeated; otherwise it is undefeated. If defeated, roll 1d6; summon and encounter a boon of the indicated type: 1. Weapon 2. Spell 3. Armor 4. Item 5. Ally 6. Blessing

    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.

    Scenario Level (#): 1

    Turn: 16, Bekah/morph1470

    Random Cards:

    Monsters
    Spoiler:
    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.

    Spoiler:
    Dire Boar
    Core
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 10
    THEN Combat 11
    When you would reveal a Melee weapon on the check to defeat, recharge it instead.
    If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.

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

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

    Barriers
    Spoiler:
    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.

    Spoiler:
    Drowning Mud
    Core
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Strength
    Survival 6
    OR Constitution
    Fortitude 8
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.

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

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

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

    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.

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

    Spoiler:
    Light Shield
    Core
    Armor 0
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 3
    When you suffer Combat damage, freely reveal to reduce it by 1.
    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:
    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:
    Archer's Kite Shield
    CotCT
    Armor 1
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 5
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    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.

    Items
    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:
    Luckstone
    Core
    Item 0
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Survival 6
    On your check, after the roll, recharge to add 1.
    On your check, bury to reroll.

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

    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:
    Acadamae Student
    CotCT
    Ally 0
    Traits:
    Human
    Wizard
    To Acquire:
    Intelligence
    Arcane 3
    OR Charisma
    Diplomacy 6
    On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
    Discard to explore. This exploration, on your first Arcane check, 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:
    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.

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

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

    Spoiler:
    The Courtesan
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, freely discard to use your Charisma die instead of the normal die.
    Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.

    Spoiler:
    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:
    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.

    Hour Power: On your check against an Animal or Elemental card, add 1d4.

    Current Hour:

    Gozreh's Growth:
    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.

    Hours Remaining: 14

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 1 Damiel/tcolmaster01
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 2 Salim/Zalarian:
    Spoiler:
    Hourglass Card 2 Salim/Zalarian
    The Cricket
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When a character moves on their turn, each other local character may move with them.
    To Acquire:
    Dexterity
    Ranged 4+#
    On any check, discard to bless.
    On another character's Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.
    Hourglass Card 3 Bekah/morph1470:
    Spoiler:
    Hourglass Card 3 Bekah/morph1470
    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.
    Hourglass Card 4 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 4 Damiel/tcolmaster01
    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 Salim/Zalarian:
    Spoiler:
    Hourglass Card 5 Salim/Zalarian
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 6 Bekah/morph1470:
    Spoiler:
    Hourglass Card 6 Bekah/morph1470
    The Owl
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Survival check is blessed.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
    Hourglass Card 7 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Damiel/tcolmaster01
    The Foreign Trader
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.
    Hourglass Card 8 Salim/Zalarian:
    Spoiler:
    Hourglass Card 8 Salim/Zalarian
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
    To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.
    Hourglass Card 9 Bekah/morph1470:
    Spoiler:
    Hourglass Card 9 Bekah/morph1470
    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 10 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 10 Damiel/tcolmaster01
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Hourglass Card 11 Salim/Zalarian:
    Spoiler:
    Hourglass Card 11 Salim/Zalarian
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 12 Bekah/morph1470:
    Spoiler:
    Hourglass Card 12 Bekah/morph1470
    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.
    Hourglass Card 13 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 13 Damiel/tcolmaster01
    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 14 Salim/Zalarian:
    Spoiler:
    Hourglass Card 14 Salim/Zalarian
    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.

    Location #1: Den Of Iniquity
    Urban
    At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
    When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
    When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Den Of Iniquity Card 1:
    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.
    Den Of Iniquity Card 2:
    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.
    Den Of Iniquity Card 3:
    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.
    Den Of Iniquity Card 4:
    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.
    Den Of Iniquity Card 5:
    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.
    Den Of Iniquity Card 6:
    Codex
    Core
    Item 0
    Traits:
    Book
    To Acquire:
    Intelligence
    Knowledge 5
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.
    Den Of Iniquity Card 7:
    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.
    Den Of Iniquity 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.
    Den Of Iniquity Card 9:
    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.
    Den Of Iniquity Card 10:
    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.

    Location #3: Alley
    Urban
    At This Location: When you play an ally for its power, display it next to this location card.
    When Closing: Summon and acquire an ally.
    When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
    M: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: Damiel/tcolmaster01, None
    Alley Card 1:
    Elemental Treaty
    CotCT
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    IntelligenceWisdomArcaneDivine 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.

    Alley Card 2:
    Merchant
    CotCT
    Ally 0
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 7
    Discard to give a card to another character.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.
    Alley Card 3:
    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.

    Alley Card 4:
    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.
    Alley Card 5:
    Frog
    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Fortitude
    Survival 4
    When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
    Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.

    Location #4: Shop
    Urban
    At This Location: When you fail to acquire a boon, you may shuffle it into the location.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Bekah/morph1470, Salim/Zalarian, Trapped Chest
    Shop Card 1 (Trapped Chest):
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.
    Shop 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.
    Shop Card 3:
    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.


  • Bekah Deck Handler Bard || Arcane || Finesse

    Hour is Gozreh's Growth
    Hour power is On your check against an Animal or Elemental card, add 1d4.

    Move
    Move to Alley

    First explore
    Encounter Alley Card 1: Elemental Treaty
    Arcane 4: 1d8 + 1 ⇒ (6) + 1 = 7 Success. acquire Elemental Treaty

    end turn
    reset hand - shuffle random card end turn

    "

    Bekah wrote:

    Hand: Rapier (Core), Elemental Treaty, Spellbook (Core), Bracers of Protection (Core),

    Displayed: Leather Armor (Core),
    Deck: 10 Discard: 6 Buried: 0
    Current Location: Base
    Hero Points:3
    NOTES:
    Available Support: Move me to an open location perferably with spells
    Movement: recharge cards as needed, just leave me a weapon

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Prayer, Rapier (core) Salim, Sling, Divine Insight, Black Spot (Core), Spider (Core), Force Missile (Core), Orison, Old Salt, Magnifying Glass
    Recharged:
    Discard Pile: Cure (Core), Troubadour (Core), Shortsword (Core), Blessing of the Gods, Sands of the Hour, Spyglass,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Fortitude+2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: Charimsa +1
    Dipolomacy: Charisma+3
    Divine: Charisma+1

    Favored Card: {list favored card here}
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    {Arcane}{Divine}{Weapons}
    POWERS:
    At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
    You may recharge a weapon or a spell to add 1d4 (☐+1) to a check by another character at your location (☐ or your check).
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.

    "

    Upkeep
    Move = Alley
    Acquire = Alley #1


    Damiel Deck Handler|||Alchemy Pack||| Support|||Ranged Pack

    Out of Turn Updates: None

    Turn - Hour: Benefaction
    Hour Rules: None
    SOT: None
    Give Card: None
    Move: XX -> YY
    Location Powers: When you play an ally for its power, display it next to this location card.
    Explore: Merchant
    Bekah recharges either Rapier or Elemental Treaty for her 2d4 bonus power
    Cha 7: 2d4 ⇒ (3, 4) = 7
    Merchant
    -Discard Merchant to Explore

    Holy Water Wis 4: 1d6 + 1d4 ⇒ (3) + (2) = 5
    Acquired

    Elixir of Healing - Bekah: 1d4 + 1 ⇒ (2) + 1 = 3

    Damiel ends their turn.

    Damiel attempts to recover all cards in their Recovery pile.

    Damiel resets their hand.
    RNG: 1d5 ⇒ 1
    [u]Summary[/u]
    Acquired: Merchant, Holy Water
    Banished: None
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None

    "

    Damiel wrote:

    Hand: Incitation 1, Heavy Crossbow, Blast Stone, Noxious Bomb,

    Displayed: Chain Shirt,
    Deck: 12 Discard: 2 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Acid Flask, Orison, Light Crossbow, Shortbow, Aid, Candlelight, Incitation 2
    Recharged: Soothing Word, Longbow, Enhance, Elixir of Healing, Holy Water,
    Discard Pile: Bracers of Protection, Merchant,
    Buried Pile:

    Skills and Powers:
    Here
    Strength d4 ☐ +1 ☐ +2
    Dexterity d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Disable +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Craft +3
    Wisdom d6 ☐ +1 ☐ +2
    Perception +2
    Charisma d4 ☐ +1

    Favored Card: {list favored card here}
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Alchemical, Spell, Light Armor, Weapon.
    POWERS:
    You may not play spells that have the Attack trait.
    During recovery, you may recharge Alchemical boons instead of banishing them.
    On your check to recharge a non-Attack spell, you automatically succeed.
    You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check (☐ or your Strength, Dexterity, or Constitution non-combat check).

    "


    Out of Turn Updates: None
    Turn Order: Salim/Zalarian, Bekah/morph147, Damiel/TColMaster
    if random character, using Self as #1

    Turn - Hour: 18 - The Cricket
    Hour Rules: When a character moves on their turn, each other local character may move with them.

    SOT: None
    Give Card: None
    Move: Shop -> Alley
    Location Powers: When you play an ally for its power, display it next to this location card.

    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.

    Will recharge display mouse to add 1d4 and ask for incitation from Damiel
    Dexterity Check DC 9: 1d8 + 1d4 + 1d8 ⇒ (5) + (3) + (7) = 15 Success

    Will recharge Bastion Boots to move to Den of Iniquity

    Salim Ends his turn

    Reminder of Scenario changes:

    Desperate- When you encounter a boon and do not acquire it, discard a card
    Confusing- After your reset, shuffle a random card into your deck.

    DURING THIS SCENARIO:
    Scenario 7-1A: Once Bitten, Twice-Born

  • When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
  • At the end of your turn, if you did not defeat a bane or acquire a boon this turn, roll 1d6 and summon and encounter a card of the indicated type:
    1. Weapon
    2. Spell
    3. Armor
    4. Item
    5. Barrier
    6. Monster
  • Salim attempts to recover all cards in their Recovery pile.

    Salim resets their hand shuffling in dagger +1 due to confusing.

    "

    Salim wrote:

    Hand: Rapier, Korvosan Guard, The Melted Blade, Grave Tender,

    Displayed: Leather Armor, Mouse,
    Deck: 6 Discard: 4 Buried: 1
    Hero Points: 0
    reroll last used 1-A // Salim has the following scourges marked:
    Dazed:
    While Marked:
    You may not examine locations.

    If you explored this turn, you may not explore again.

    If you didn't suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge.


    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move Order: Den of Iniquity, Plaza, Shop, Alley
    Other: Can bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded: Korvosan Guard,
    Middle of Deck (Unknown Order): Orison, Dagger +1, Bastion Boots, The Carnival, Quartermaster
    Recharged:
    Discard Pile: Spider, Starknife, Blessing of the Gods, Heavy Shield,
    Buried Pile: Sage's Journal,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    -Finesse Melee: Dexterity+2
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d6 ☐ +1
    -Knowledge: Intelligence+2
    Wisdom d6 ☐ +1 ☐ +2
    -Divine: Wisdom +0
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    -Diplomacy: Charisma+2

    Favored Card: Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons, Divine
    POWERS:
    For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
    When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead.)
    □ Add 1d4 (□ 1d8) to your non-combat check against a bane.

    "

    [u]Summary[/u]
    Current Location: Alley
    Acquired: None
    Banished: Spiked Volley
    Examined: None
    Random Card(s) Used: None
    Displayed: Mouse
    Other Player(s) Resources Used: Damiel's Incitation
    Actions needed by other Player(s): None


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

    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).

    PLAYER HANDS || SCOURGES || LOOT

    During This Scenario: Scenario 7-1A: Once Bitten, Twice-Born

  • When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
  • At the end of your turn, if you did not defeat a bane or acquire a boon this turn, roll 1d6 and summon and encounter a card of the indicated type:
    1. Weapon
    2. Spell
    3. Armor
    4. Item
    5. Barrier
    6. Monster

    Additional Rules: Harrow Suit: Keys

    Heroic Tweaks:
    Desperate- When you encounter a boon and do not acquire it, discard a card
    Confusing- After your reset, shuffle a random card into your deck.

    Danger Zombie Minions
    Villain None
    Henchmen (Closing) Dangerous Sales—Proxy A

    Dangerous Sale:

    Story Bane
    Type: Barrier
    Traits: Cache Skirmish
    To Defeat: None None
    Summon and encounter the danger. If you defeat it, this card is defeated; otherwise it is undefeated. If defeated, roll 1d6; summon and encounter a boon of the indicated type: 1. Weapon 2. Spell 3. Armor 4. Item 5. Ally 6. Blessing

    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.

    Scenario Level (#): 1

    Turn: 19, Bekah/morph1470

    Random Cards:

    Monsters
    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:
    Cave Lizard
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 13
    OR Perception 6
    If proficient with armors, add 1d6 to the combat check.
    Damage is increased by 1d4.

    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:
    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:
    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.

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

    Spoiler:
    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:
    Tangle of Debris
    CotCT
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 5
    OR Survival 7
    If undefeated, roll 1d4 twice and suffer the corresponding scourges:
    1. Entangled 3. Poisoned 2. Exhausted 4. Wounded

    Spoiler:
    Razor Snare
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Survival 6
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

    Spoiler:
    Ill Tidings
    CotCT
    Barrier 1
    Traits:
    Curse
    To Defeat:
    None 0
    This encounter, blessings cannot be played.
    Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.

    Weapons
    Spoiler:
    Bolas
    CotCT
    Weapon 0
    Traits:
    Chain
    Ranged
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal to use Dexterity or Ranged + 1d4; you may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
    If proficient, discard to evade a monster you encounter.

    Spoiler:
    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:
    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:
    Quarterstaff
    Core
    Weapon 0
    Traits:
    2-Handed
    Bludgeoning
    Melee
    Staff
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
    Discard to evade an Obstacle or Trap barrier you encounter.
    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.

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

    Spoiler:
    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:
    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:
    Deflect
    Core
    Spell 0
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    IntelligenceWisdomArcaneDivine 4
    When a local character suffers Combat damage, freely banish to reduce it by 4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Armors
    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:
    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:
    Chain Mail
    Core
    Armor 0
    Traits:
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 5
    Display. While displayed:
    * When you suffer Combat damage, you may recharge 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:
    Spiked Half-plate
    Core
    Armor 1
    Traits:
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 8
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

    Spoiler:
    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:
    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:
    Balmberry
    Core
    Item 0
    Traits:
    Alchemical
    Plant
    To Acquire:
    Wisdom
    Divine
    Survival 6
    On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    You may succeed at a Divine or Survival 8 check to recharge this card.

    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.

    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.

    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.

    Allies
    Spoiler:
    Card Caster
    CotCT
    Ally 0
    Traits:
    Human
    Magus
    Harrow
    To Acquire:
    Intelligence
    Knowledge 5
    OR Charisma
    Diplomacy 7
    Recharge to examine the bottom 2 cards of any location.
    Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.

    Spoiler:
    Gentleman Explorer
    CotCT
    Ally 1
    Traits:
    Human
    Aristocrat
    To Acquire:
    Charisma
    Diplomacy 8
    OR Knowledge 5
    On a local check against a barrier or an ally, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.

    Spoiler:
    Priest of Asmodeus
    CotCT
    Ally 1
    Traits:
    Cleric
    Human
    To Acquire:
    Charisma
    Diplomacy 9
    OR Arcane
    Divine 5
    On a local check, reveal this card and bury another card to reroll.
    Recharge to explore. This exploration, on your checks, add 1d4.
    After the exploration, bury a card.

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

    Spoiler:
    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.

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

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

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

    Hour Power: At the start of your turn, summon and encounter a spell.

    Current Hour:

    The Mute Hag:
    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.

    Hours Remaining: 11

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 1 Damiel/tcolmaster01
    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 Salim/Zalarian:
    Spoiler:
    Hourglass Card 2 Salim/Zalarian
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 3 Bekah/morph1470:
    Spoiler:
    Hourglass Card 3 Bekah/morph1470
    The Owl
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Survival check is blessed.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
    Hourglass Card 4 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 4 Damiel/tcolmaster01
    The Foreign Trader
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.
    Hourglass Card 5 Salim/Zalarian:
    Spoiler:
    Hourglass Card 5 Salim/Zalarian
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
    To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.
    Hourglass Card 6 Bekah/morph1470:
    Spoiler:
    Hourglass Card 6 Bekah/morph1470
    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 7 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Damiel/tcolmaster01
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Hourglass Card 8 Salim/Zalarian:
    Spoiler:
    Hourglass Card 8 Salim/Zalarian
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 9 Bekah/morph1470:
    Spoiler:
    Hourglass Card 9 Bekah/morph1470
    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.
    Hourglass Card 10 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 10 Damiel/tcolmaster01
    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 11 Salim/Zalarian:
    Spoiler:
    Hourglass Card 11 Salim/Zalarian
    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.

    Location #1: Den Of Iniquity
    Urban
    At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
    When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
    When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Salim/Zalarian, None

    Den Of Iniquity Card 1:
    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.
    Den Of Iniquity Card 2:
    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.
    Den Of Iniquity Card 3:
    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.
    Den Of Iniquity Card 4:
    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.
    Den Of Iniquity Card 5:
    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.
    Den Of Iniquity Card 6:
    Codex
    Core
    Item 0
    Traits:
    Book
    To Acquire:
    Intelligence
    Knowledge 5
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.
    Den Of Iniquity Card 7:
    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.
    Den Of Iniquity 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.
    Den Of Iniquity Card 9:
    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.
    Den Of Iniquity Card 10:
    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.

    Location #3: Alley
    Urban
    At This Location: When you play an ally for its power, display it next to this location card.
    When Closing: Summon and acquire an ally.
    When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Bekah/morph1470, Damiel/tcolmaster01, Displayed Allies: Merchant, Mouse
    Alley Card 1:
    Frog
    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Fortitude
    Survival 4
    When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
    Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.

    Location #4: Shop
    Urban
    At This Location: When you fail to acquire a boon, you may shuffle it into the location.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Trapped Chest
    Shop Card 1 (Trapped Chest):
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.
    Shop 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.
    Shop Card 3:
    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.


  • Bekah Deck Handler Bard || Arcane || Finesse

    out of turn updates

    recharge elemental treaty to Damiel check

    heal for 3 - did in deck manager

    Hour is The Mute Hag
    hour power is At the start of your turn, summon and encounter a spell.

    encounter random spell 1: Locate Object. Will attempt arcane. reveal spell book to add 1d4
    Arcane 6: 1d8 + 1 + 1d6 ⇒ (1) + 1 + (3) = 5 Fail. banish. upon failing, discard bracers of protection

    first explore
    Encounter Alley Card 1: Frog. Will attempt wisdom
    Wisdom 4: 1d6 ⇒ 5 [ooc]Success. Acquire

    attempt to close. summon random ally 1: Card Caster. Attempt diplomacy
    Diplomacy 7: 1d8 + 3 ⇒ (6) + 3 = 9 Success. Upon Drawing pick up Merchant and mouse and return to owners. Move everyone to Shop

    end turn
    reset hand end turn

    "

    Bekah wrote:

    Hand: Rapier (Core), Cure (Core), Spellbook (Core), Card Caster, Frog,

    Displayed: Leather Armor (Core),
    Deck: 13 Discard: 4 Buried: 0
    Current Location: Base
    Hero Points:3
    NOTES:
    Available Support: Move me to an open location perferably with spells
    Movement: recharge cards as needed, just leave me a weapon

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Old Salt, Elemental Treaty, Force Missile (Core), Sling, Spyglass, Divine Insight, Spider (Core), Magnifying Glass, Rapier (core) Salim, Blessing of the Gods, Orison, Prayer, Black Spot (Core)
    Recharged:
    Discard Pile: Troubadour (Core), Shortsword (Core), Bracers of Protection (Core), Sands of the Hour,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Fortitude+2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: Charimsa +1
    Dipolomacy: Charisma+3
    Divine: Charisma+1

    Favored Card: {list favored card here}
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    {Arcane}{Divine}{Weapons}
    POWERS:
    At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
    You may recharge a weapon or a spell to add 1d4 (☐+1) to a check by another character at your location (☐ or your check).
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.

    "

    Upkeep
    Acquire = Alley #1, random ally #1

    return mouse and merchant to owners hands.


    Damiel Deck Handler|||Alchemy Pack||| Support|||Ranged Pack

    Out of Turn Updates: None

    Turn - Hour: Orison
    Hour Rules: None
    SOT: None
    Give Card: None
    Move: XX -> YY
    Location Powers: When you fail to acquire a boon, you may shuffle it into the location.
    Explore: Trapped Chest
    Blast Stone

    Disable 8: 1d12 + 2d4 + 1 ⇒ (2) + (2, 1) + 1 = 6
    Acid Damage: 1d4 ⇒ 2 Bury Chain Shirt to reduce to 0

    Damiel ends their turn.

    RNG Encounter: 1d6 ⇒ 6
    Plaguebearer BYA Perception 7: 1d6 + 2 ⇒ (6) + 2 = 8
    Noxious Bomb
    Combat 15: 1d10 + 2d6 + 3 ⇒ (3) + (3, 6) + 3 = 15

    Damiel attempts to recover all cards in their Recovery pile.

    Damiel resets their hand.
    Confusing: 1d5 ⇒ 5
    [u]Summary[/u]
    Acquired: None
    Banished: Plaguebearer
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None

    "

    Damiel wrote:

    Hand: Merchant, Light Crossbow, Heavy Crossbow, Candlelight,

    Displayed:
    Deck: 12 Discard: 2 Buried: 1
    Hero Points: 0 // Damiel has the following scourges marked:
    Dazed:
    While Marked:
    You may explore only once per turn and you may not examine locations.

    If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.


    NOTES:
    Available Support: Blessings are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Aid, Orison, Shortbow, Acid Flask
    Recharged: Soothing Word, Longbow, Enhance, Elixir of Healing, Holy Water, Blast Stone, Noxious Bomb, Incitation 2,
    Discard Pile: Bracers of Protection, Incitation 1,
    Buried Pile: Chain Shirt,

    Skills and Powers:
    Here
    Strength d4 ☐ +1 ☐ +2
    Dexterity d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Disable +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Craft +3
    Wisdom d6 ☐ +1 ☐ +2
    Perception +2
    Charisma d4 ☐ +1

    Favored Card: {list favored card here}
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Alchemical, Spell, Light Armor, Weapon.
    POWERS:
    You may not play spells that have the Attack trait.
    During recovery, you may recharge Alchemical boons instead of banishing them.
    On your check to recharge a non-Attack spell, you automatically succeed.
    You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check (☐ or your Strength, Dexterity, or Constitution non-combat check).

    "


    Out of Turn Updates: Received Mouse from Bekah
    Turn Order: Salim/Zalarian, Bekah/morph147, Damiel/TColMaster
    if random character, using Self as #1

    Turn - Hour: 21 - Shelyn's Song
    Hour Rules: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

    SOT: None
    Give Card: None
    Move: stay at Den of Iniquity
    Location Powers: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.

    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.

    Constitution Check DC 7: 1d6 + 0 ⇒ (2) + 0 = 2 No Success; discard rapier

    Will discard Gravetender to explore

    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.

    will reveal The Melted Blade and recharge mouse
    Dexterity Check DC 10: 1d8 + 2 + 2d4 + 1 + 1d4 ⇒ (2) + 2 + (1, 1) + 1 + (2) = 9 No Success..will recharge leather armor

    Random Roll: 1d6 ⇒ 3 Armor

    Quilted Cloth Armor:

    Armor
    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.

    Constitution Check DC 3: 1d6 + 0 ⇒ (3) + 0 = 3 Success; will display

    Reminder of Scenario changes:

    Desperate- When you encounter a boon and do not acquire it, discard a card
    Confusing- After your reset, shuffle a random card into your deck.

    DURING THIS SCENARIO:
    Scenario 7-1A: Once Bitten, Twice-Born

  • When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
  • At the end of your turn, if you did not defeat a bane or acquire a boon this turn, roll 1d6 and summon and encounter a card of the indicated type:
    1. Weapon
    2. Spell
    3. Armor
    4. Item
    5. Barrier
    6. Monster
  • Salim attempts to recover all cards in their Recovery pile.

    Salim resets their hand shuffling in Quartermaster due to confusing.

    "

    Salim wrote:

    Hand: The Melted Blade, Korvosan Guard, Bastion Boots, The Carnival,

    Displayed:
    Deck: 6 Discard: 6 Buried: 1
    Hero Points: 0
    reroll last used 1-A // Salim has the following scourges marked:
    Dazed:
    While Marked:
    You may not examine locations.

    If you explored this turn, you may not explore again.

    If you didn't suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge.


    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move Order: Den of Iniquity, Plaza, Shop, Alley
    Other: Can bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Quartermaster, Orison, Quilted Cloth Armor, Dagger +1
    Recharged: Leather Armor, Mouse,
    Discard Pile: Spider, Starknife, Blessing of the Gods, Heavy Shield, Rapier, Grave Tender,
    Buried Pile: Sage's Journal,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    -Finesse Melee: Dexterity+2
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d6 ☐ +1
    -Knowledge: Intelligence+2
    Wisdom d6 ☐ +1 ☐ +2
    -Divine: Wisdom +0
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    -Diplomacy: Charisma+2

    Favored Card: Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons, Divine
    POWERS:
    For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
    When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead.)
    □ Add 1d4 (□ 1d8) to your non-combat check against a bane.

    "

    [u]Summary[/u]
    Current Location: Den of Iniquity
    Acquired: Quilted Cloth Armor
    Banished: None
    Examined: Giant Fly
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None


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

    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).

    PLAYER HANDS || SCOURGES || LOOT

    During This Scenario: Scenario 7-1A: Once Bitten, Twice-Born

  • When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
  • At the end of your turn, if you did not defeat a bane or acquire a boon this turn, roll 1d6 and summon and encounter a card of the indicated type:
    1. Weapon
    2. Spell
    3. Armor
    4. Item
    5. Barrier
    6. Monster

    Additional Rules: Harrow Suit: Keys

    Heroic Tweaks:
    Desperate- When you encounter a boon and do not acquire it, discard a card
    Confusing- After your reset, shuffle a random card into your deck.

    Danger Zombie Minions
    Villain None
    Henchmen (Closing) Dangerous Sales—Proxy A

    Dangerous Sale:

    Story Bane
    Type: Barrier
    Traits: Cache Skirmish
    To Defeat: None None
    Summon and encounter the danger. If you defeat it, this card is defeated; otherwise it is undefeated. If defeated, roll 1d6; summon and encounter a boon of the indicated type: 1. Weapon 2. Spell 3. Armor 4. Item 5. Ally 6. Blessing

    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.

    Scenario Level (#): 1

    Turn: 22, Bekah/morph1470

    Random Cards:

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

    Spoiler:
    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:
    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:
    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:
    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.

    Barriers
    Spoiler:
    Drowning Mud
    Core
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Strength
    Survival 6
    OR Constitution
    Fortitude 8
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.

    Spoiler:
    Concealed Hatch
    CotCT
    Barrier 1
    Traits:
    Lock
    To Defeat:
    Strength 5
    OR Disable 3
    Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
    If undefeated, reload this barrier into its location.

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

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

    Spoiler:
    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:
    Throwing Axe
    Core
    Weapon 0
    Traits:
    Axe
    Melee
    Ranged
    Slashing
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 6
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
    If proficient, on a local combat check, freely discard to add 1d6.
    You may use this power even if you have previously revealed this card on this check.

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

    Spoiler:
    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:
    Dogslicer
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Slashing
    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 1d6.
    If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.

    Spells
    Spoiler:
    Sonic Blast
    CotCT
    Spell 1
    Traits:
    Arcane
    Attack
    Divine
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    For your combat check, banish to use Arcane or Divine + 2d6. If the check is against a monster, ignore its after acting powers.

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


    Spoiler:
    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:
    Charm Person
    Core
    Spell 1
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
    DURING RECOVERY
    If proficient, you may bury this card.

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

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


    Spoiler:
    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.

    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:
    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:
    Chain Mail
    Core
    Armor 0
    Traits:
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 5
    Display. While displayed:
    * When you suffer Combat damage, you may recharge 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:
    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:
    Archer's Kite Shield
    CotCT
    Armor 1
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 5
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

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

    Spoiler:
    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:
    Smoke Bomb
    CotCT
    Item 1
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 7
    When a local character encounters a monster, banish to let them evade it.
    On a local combat check, banish to add the character's Stealth.

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


    Allies
    Spoiler:
    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:
    Priest of Pharasma
    CotCT
    Ally 1
    Traits:
    Cleric
    Human
    To Acquire:
    Charisma
    Diplomacy 7
    OR Divine 5
    Bury to heal a local character 1d4+1 cards.
    Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.

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

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

    Spoiler:
    The 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:
    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.

    Hour Power: Your Survival check is blessed.

    Current Hour:

    The Owl:
    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.

    Hours Remaining: 8

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 1 Damiel/tcolmaster01
    The Foreign Trader
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.
    Hourglass Card 2 Salim/Zalarian:
    Spoiler:
    Hourglass Card 2 Salim/Zalarian
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
    To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.
    Hourglass Card 3 Bekah/morph1470:
    Spoiler:
    Hourglass Card 3 Bekah/morph1470
    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 4 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 4 Damiel/tcolmaster01
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Hourglass Card 5 Salim/Zalarian:
    Spoiler:
    Hourglass Card 5 Salim/Zalarian
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 6 Bekah/morph1470:
    Spoiler:
    Hourglass Card 6 Bekah/morph1470
    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.
    Hourglass Card 7 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Damiel/tcolmaster01
    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 8 Salim/Zalarian:
    Spoiler:
    Hourglass Card 8 Salim/Zalarian
    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.

    Location #1: Den Of Iniquity
    Urban
    At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
    When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
    When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Salim/Zalarian, Giant Fly

    Den Of Iniquity Card 1:
    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.
    Den Of Iniquity Card 2:
    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.
    Den Of Iniquity Card 3:
    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.
    Den Of Iniquity Card 4:
    Codex
    Core
    Item 0
    Traits:
    Book
    To Acquire:
    Intelligence
    Knowledge 5
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.
    Den Of Iniquity Card 5:
    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.
    Den Of Iniquity Card 6:
    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.
    Den Of Iniquity Card 7:
    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.
    Den Of Iniquity Card 8:
    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.
    Den Of Iniquity Card 9:
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #4: Shop
    Urban
    At This Location: When you fail to acquire a boon, you may shuffle it into the location.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Bekah/morph1470, Damiel/tcolmaster01, Trapped Chest
    Shop Card 1:
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.
    Shop 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.
    Shop Card 3:
    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.


  • Bekah Deck Handler Bard || Arcane || Finesse

    Hour is The Owl
    Hour power is Your Survival check is blessed.

    Move
    Move over to the Den.

    Case Cure on Salim to heal for Heal : 1d4 + 1 ⇒ (2) + 1 = 3 cards

    First explore
    Encounter Den Of Iniquity Card 1: Bodyguard
    Diplomacy 6: 1d8 + 3 ⇒ (3) + 3 = 6 Success. Acquire

    Second explore
    discard Frog to encounter Den Of Iniquity Card 2: Droogami
    Will attempt Survival. Survival is blessed by hour Wisdom 6: 1d4 + 1d4 ⇒ (1) + (4) = 5 Fail. Scenario has me recharge a card -
    recharge spellbook. then wildcard makes me discard a card, discard card caster.

    End turn
    recover Cure - Divine 8: 1d8 + 1 ⇒ (3) + 1 = 4 Discard

    reset hand - divine insight, elemental treaty, magnifying glass then wildcard makes me shuffle 1 into deck. Shuffle in Rapier.

    "

    Bekah wrote:

    Hand: Divine Insight, Elemental Treaty, Magnifying Glass, Bodyguard,

    Displayed: Leather Armor (Core),
    Deck: 12 Discard: 7 Buried: 0
    Current Location: Base
    Hero Points:3
    NOTES:
    Available Support: Move me to an open location perferably with spells
    Movement: recharge cards as needed, just leave me a weapon

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Old Salt, Force Missile (Core), Orison, Rapier (core) Salim, Blessing of the Gods, Rapier (Core), Spellbook (Core), Spider (Core), Black Spot (Core), Prayer, Sling, Spyglass
    Recharged:
    Discard Pile: Troubadour (Core), Shortsword (Core), Bracers of Protection (Core), Sands of the Hour, Frog, Card Caster, Cure (Core),
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Fortitude+2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: Charimsa +1
    Dipolomacy: Charisma+3
    Divine: Charisma+1

    Favored Card: {list favored card here}
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    {Arcane}{Divine}{Weapons}
    POWERS:
    At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
    You may recharge a weapon or a spell to add 1d4 (☐+1) to a check by another character at your location (☐ or your check).
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.

    "

    Upkeep
    Move = Den
    acquire den #1
    banish Den #2

    heal Salim 3 cards

    Heal Salim 3 cards


    Forgot to recharge card for not defeating fly..would have been korvosan guard..which was replaced after reset with Quartermaster

    Salim is healed for 3 on Bekah's turn: (Spider, Heavy Shield, Blessing of the Gods). Deck shuffled.

    Salim wrote:

    Hand: The Melted Blade, Quartermaster, Bastion Boots, The Carnival,

    Displayed:
    Deck: 9 Discard: 3 Buried: 1
    Hero Points: 0
    reroll last used 1-A // Salim has the following scourges marked:
    Dazed:
    While Marked:
    You may not examine locations.

    If you explored this turn, you may not explore again.

    If you didn't suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge.


    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move Order: Den of Iniquity, Plaza, Shop, Alley
    Other: Can bot me if I need to Guard my location!


    Damiel Deck Handler|||Alchemy Pack||| Support|||Ranged Pack

    Out of Turn Updates: None

    Turn - Hour:The Foreign Trader
    Hour Rules: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    SOT: None
    Give Card: None
    Move: XX -> YY
    Location Powers: When you fail to acquire a boon, you may shuffle it into the location.
    Explore: Trapped Chest

    Bekah - Divine Insight
    Disable 8: 1d12 + 2d6 + 1 ⇒ (5) + (4, 2) + 1 = 12
    Defeated

    -Encounter SPELL from the box
    Salim - The Carnival
    Sonic Blast Int 8: 2d10 ⇒ (2, 8) = 10

    Damiel ends their turn.
    -DAZED, Shuffle Hand into Deck, Remove Scourge
    Damiel attempts to recover all cards in their Recovery pile.

    Damiel resets their hand.
    Confusing: 1d5 ⇒ 2
    [u]Summary[/u]
    Acquired: Sonic Blast
    Banished: Trapped Chest
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: Divine Insight, The Carnival
    Actions needed by other Player(s): None

    "

    Damiel wrote:

    Hand: Soothing Word, Holy Water, Orison, Enhance,

    Displayed:
    Deck: 13 Discard: 2 Buried: 1
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Noxious Bomb, Heavy Crossbow, Shortbow, Acid Flask, Elixir of Healing, Aid, Longbow, Light Crossbow, Candlelight, Blast Stone, Sonic Blast, Incitation 2
    Recharged: Merchant,
    Discard Pile: Bracers of Protection, Incitation 1,
    Buried Pile: Chain Shirt,

    Skills and Powers:
    Here
    Strength d4 ☐ +1 ☐ +2
    Dexterity d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Disable +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Craft +3
    Wisdom d6 ☐ +1 ☐ +2
    Perception +2
    Charisma d4 ☐ +1

    Favored Card: {list favored card here}
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Alchemical, Spell, Light Armor, Weapon.
    POWERS:
    You may not play spells that have the Attack trait.
    During recovery, you may recharge Alchemical boons instead of banishing them.
    On your check to recharge a non-Attack spell, you automatically succeed.
    You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check (☐ or your Strength, Dexterity, or Constitution non-combat check).

    "


    Out of Turn Updates: None
    Turn Order: Salim/Zalarian, Bekah/morph147, Damiel/TColMaster
    if random character, using Self as #1

    Turn - Hour: 24 - The Mountain Man
    Hour Rules: On your Strength or Constitution check, you may recharge a card to reroll.

    SOT: None
    Give Card: Bastion Boots to Bekah
    Bekah recharges boots to move to shop

    Move: to shop
    Location Powers: When you fail to acquire a boon, you may shuffle it into the location.

    Encounter Proxy A

    Dangerous Sale:

    Story Bane
    Type: Barrier
    Traits: Cache Skirmish
    To Defeat: None None
    Summon and encounter the danger. If you defeat it, this card is defeated; otherwise it is undefeated. If defeated, roll 1d6; summon and encounter a boon of the indicated type: 1. Weapon 2. Spell 3. Armor 4. Item 5. Ally 6. Blessing

    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.

    Will reveal Melting Blade and Damiel will enhance dexterity by 2
    Add +1 for each 4 rolled on d4 against undead
    Dex Melee Combat Check DC 9: 1d8 + 2d4 + 3 + 2 ⇒ (3) + (2, 3) + 3 + 2 = 13
    1st check successful
    Dex Melee Combat Check DC 11+1=12: 1d8 + 2d4 + 3 + 2 ⇒ (6) + (1, 1) + 3 + 2 = 13
    Monster Defeated; heal 1
    Salim is healed for 1: (Rapier). Deck shuffled.
    Random Boon: 1d6 ⇒ 3 Spell
    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.

    Intelligence Check DC 7: 1d6 + 0 ⇒ (3) + 0 = 3 No Success; discard quartermaster
    Will attempt to close having Bekah recharge Elemental treaty to add d4
    Diplomacy Check DC 5+1=6: 1d8 + 2 + 1d4 ⇒ (8) + 2 + (2) = 12 Success; location closes; will not shuffle boons into another location

    Salim Ends his turn

    Reminder of Scenario changes:

    Desperate- When you encounter a boon and do not acquire it, discard a card
    Confusing- After your reset, shuffle a random card into your deck.

    DURING THIS SCENARIO:
    Scenario 7-1A: Once Bitten, Twice-Born

  • When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
  • At the end of your turn, if you did not defeat a bane or acquire a boon this turn, roll 1d6 and summon and encounter a card of the indicated type:
    1. Weapon
    2. Spell
    3. Armor
    4. Item
    5. Barrier
    6. Monster
  • Salim attempts to recover all cards in their Recovery pile.

    Salim resets their hand shuffling in BotG due to confusing.

    "

    Salim wrote:

    Hand: The Melted Blade, Quilted Cloth Armor, Rapier, Spider,

    Displayed:
    Deck: 8 Discard: 4 Buried: 1
    Hero Points: 0
    reroll last used 1-A // Salim has the following scourges NOTES:
    Available Support: Blessings are available for use.
    Movement: Move Order: Den of Iniquity, Plaza, Shop, Alley
    Other: Can bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded: The Melted Blade,
    Middle of Deck (Unknown Order): Blessing of the Gods, Heavy Shield, Leather Armor, Dagger +1, Mouse, Orison, Korvosan Guard
    Recharged:
    Discard Pile: Starknife, Grave Tender, The Carnival, Quartermaster,
    Buried Pile: Sage's Journal,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    -Finesse Melee: Dexterity+2
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d6 ☐ +1
    -Knowledge: Intelligence+2
    Wisdom d6 ☐ +1 ☐ +2
    -Divine: Wisdom +0
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    -Diplomacy: Charisma+2

    Favored Card: Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons, Divine
    POWERS:
    For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
    When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead.)
    □ Add 1d4 (□ 1d8) to your non-combat check against a bane.

    "

    [u]Summary[/u]
    Current Location: Den of Iniquity
    Acquired: None
    Banished: remaining at shop
    Examined: None
    Random Card(s) Used: a few
    Displayed: None
    Other Player(s) Resources Used: Damiel's Enhance; Bekah recharges Elemental Treaty
    Actions needed by other Player(s): Bekah received and recharged Bastion Boots


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

    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).

    PLAYER HANDS || SCOURGES || LOOT

    During This Scenario: Scenario 7-1A: Once Bitten, Twice-Born

  • When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
  • At the end of your turn, if you did not defeat a bane or acquire a boon this turn, roll 1d6 and summon and encounter a card of the indicated type:
    1. Weapon
    2. Spell
    3. Armor
    4. Item
    5. Barrier
    6. Monster

    Additional Rules: Harrow Suit: Keys

    Heroic Tweaks:
    Desperate- When you encounter a boon and do not acquire it, discard a card
    Confusing- After your reset, shuffle a random card into your deck.

    Danger Zombie Minions
    Villain None
    Henchmen (Closing) Dangerous Sales—Proxy A

    Dangerous Sale:

    Story Bane
    Type: Barrier
    Traits: Cache Skirmish
    To Defeat: None None
    Summon and encounter the danger. If you defeat it, this card is defeated; otherwise it is undefeated. If defeated, roll 1d6; summon and encounter a boon of the indicated type: 1. Weapon 2. Spell 3. Armor 4. Item 5. Ally 6. Blessing

    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.

    Scenario Level (#): 1

    Turn: 25, Bekah/morph1470

    Random Cards:

    Monsters
    Spoiler:
    Wolf Pack
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    OR Survival 6
    Before acting, a local character summons and encounters this monster.
    If the check to defeat has the Attack or Ranged trait, you may reroll.

    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:
    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:
    Strangler
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 10
    Cannot be evaded.
    Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
    Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.

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

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

    Spoiler:
    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:
    Tangle of Debris
    CotCT
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 5
    OR Survival 7
    If undefeated, roll 1d4 twice and suffer the corresponding scourges:
    1. Entangled 3. Poisoned 2. Exhausted 4. Wounded

    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.

    Weapons
    Spoiler:
    Sword Cane
    CotCT
    Weapon 0
    Traits:
    Bludgeoning
    Finesse
    Melee
    Staff
    To Acquire:
    Strength
    Melee
    Stealth 6
    For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
    At the end of your turn, recharge to move.

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

    Spoiler:
    Dogslicer
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Slashing
    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 1d6.
    If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.

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

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


    Spoiler:
    Deflect
    Core
    Spell 0
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    IntelligenceWisdomArcaneDivine 4
    When a local character suffers Combat damage, freely banish to reduce it by 4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 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:
    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:
    Immolate
    CotCT
    Spell 0
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    For your combat check, banish to use Arcane or Divine + 2d4.
    On a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.

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


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

    Spoiler:
    Chain Shirt
    Core
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 4
    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.

    Items
    Spoiler:
    Gem of Mental Acuity
    Core
    Item 1
    Traits:
    Magic
    Object
    To Acquire:
    Intelligence
    Wisdom
    Charisma 11
    On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.

    Spoiler:
    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.

    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:
    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:
    Sacred Candle
    Core
    Item 1
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Divine 10
    Bury to draw the hour. You may not play this during an encounter.

    Allies
    Spoiler:
    Acadamae Student
    CotCT
    Ally 0
    Traits:
    Human
    Wizard
    To Acquire:
    Intelligence
    Arcane 3
    OR Charisma
    Diplomacy 6
    On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
    Discard to explore. This exploration, on your first Arcane check, add 1d4.

    Spoiler:
    Gentleman Explorer
    CotCT
    Ally 1
    Traits:
    Human
    Aristocrat
    To Acquire:
    Charisma
    Diplomacy 8
    OR Knowledge 5
    On a local check against a barrier or an ally, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.

    Spoiler:
    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:
    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:
    Priest of Pharasma
    CotCT
    Ally 1
    Traits:
    Cleric
    Human
    To Acquire:
    Charisma
    Diplomacy 7
    OR Divine 5
    Bury to heal a local character 1d4+1 cards.
    Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.

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

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

    Spoiler:
    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.

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

    Current Hour:

    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.

    Hours Remaining: 5

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 1 Damiel/tcolmaster01
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Hourglass Card 2 Salim/Zalarian:
    Spoiler:
    Hourglass Card 2 Salim/Zalarian
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 3 Bekah/morph1470:
    Spoiler:
    Hourglass Card 3 Bekah/morph1470
    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.
    Hourglass Card 4 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 4 Damiel/tcolmaster01
    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 5 Salim/Zalarian:
    Spoiler:
    Hourglass Card 5 Salim/Zalarian
    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.

    Location #1: Den Of Iniquity
    Urban
    At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
    When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
    When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Bekah/morph1470, Damiel/tcolmaster01, Salim/Zalarian, Giant Fly

    Den Of Iniquity Card 1:
    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.
    Den Of Iniquity Card 2:
    Codex
    Core
    Item 0
    Traits:
    Book
    To Acquire:
    Intelligence
    Knowledge 5
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.
    Den Of Iniquity Card 3:
    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.
    Den Of Iniquity Card 4:
    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.
    Den Of Iniquity Card 5:
    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.
    Den Of Iniquity 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.
    Den Of Iniquity Card 7:
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.


  • Bekah Deck Handler Bard || Arcane || Finesse

    Out of turn updates

    recover Divine Insight Divine 8: 1d8 + 1 ⇒ (5) + 1 = 6 discard

    reharge baston boots
    recharge elemental treaty

    Hour is Gorum's Iron
    Hour power is On your non-Attack combat check, add 1.

    play magnifying glass to examine the top two cards and place in any order
    Den Of Iniquity Card 1: Shortbow
    Den Of Iniquity Card 2: Codex

    Return in same order

    first explore
    Encounter Den Of Iniquity Card 1: Shortbow
    Dex 5: 1d8 ⇒ 5 Success. Acquire

    Second explore
    Discard bodyguard to explore again. Encounter Den Of Iniquity Card 2: Codex. Intelligence 5: 1d6 ⇒ 3 Fail. Banish. Discard Shortbow

    end turn

    reset hand and shuffle card back into deck.

    "

    Bekah wrote:

    Hand: Rapier (Core), Blessing of the Gods, Black Spot (Core), Spellbook (Core),

    Displayed: Leather Armor (Core),
    Deck: 12 Discard: 10 Buried: 0
    Current Location: Base
    Hero Points:3
    NOTES:
    Available Support: Move me to an open location perferably with spells
    Movement: recharge cards as needed, just leave me a weapon

    Deck, Discard, Buried:

    Reloaded: Rapier (Core),
    Middle of Deck (Unknown Order): Magnifying Glass, Old Salt, Bastion Boots, Rapier (core) Salim, Orison, Spider (Core), Elemental Treaty, Spyglass, Sling, Prayer, Force Missile (Core)
    Recharged:
    Discard Pile: Troubadour (Core), Shortsword (Core), Bracers of Protection (Core), Sands of the Hour, Frog, Card Caster, Cure (Core), Divine Insight, Bodyguard, Shortbow,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Fortitude+2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: Charimsa +1
    Dipolomacy: Charisma+3
    Divine: Charisma+1

    Favored Card: {list favored card here}
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    {Arcane}{Divine}{Weapons}
    POWERS:
    At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
    You may recharge a weapon or a spell to add 1d4 (☐+1) to a check by another character at your location (☐ or your check).
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.

    "

    Upkeep
    Acquire = Den #1
    Banish = Den #2


    Damiel Deck Handler|||Alchemy Pack||| Support|||Ranged Pack

    Out of Turn Updates: Enhance used by Salim

    Turn - Hour: The Betrayal
    Hour Rules: When you acquire a boon, bury it.
    SOT: None
    Give Card: None
    Move: XX -> YY
    Location Powers: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
    Explore: Imps and House Drakes
    HOly water
    Arcane 6: 1d4 + 2d6 ⇒ (3) + (2, 1) = 6
    Defeated
    -HOly Water Banished due to no Recharge ability

    Damiel ends their turn.

    Damiel attempts to recover all cards in their Recovery pile.

    Damiel resets their hand.
    Confused: 1d5 ⇒ 1

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

    "

    Damiel wrote:

    Hand: Incitation 2, Heavy Crossbow, Orison, Candlelight,

    Displayed:
    Deck: 12 Discard: 2 Buried: 1
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Longbow, Light Crossbow, Sonic Blast, Shortbow, Elixir of Healing, Noxious Bomb, Aid, Blast Stone, Acid Flask
    Recharged: Merchant, Enhance, Soothing Word,
    Discard Pile: Bracers of Protection, Incitation 1,
    Buried Pile: Chain Shirt,

    Skills and Powers:
    Here
    Strength d4 ☐ +1 ☐ +2
    Dexterity d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Disable +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Craft +3
    Wisdom d6 ☐ +1 ☐ +2
    Perception +2
    Charisma d4 ☐ +1

    Favored Card: {list favored card here}
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Alchemical, Spell, Light Armor, Weapon.
    POWERS:
    You may not play spells that have the Attack trait.
    During recovery, you may recharge Alchemical boons instead of banishing them.
    On your check to recharge a non-Attack spell, you automatically succeed.
    You may discard a card that has the Alchemical trait (☐ or any 2 cards) to add your Intelligence skill to your Dexterity combat check (☐ or your Strength, Dexterity, or Constitution non-combat check).

    "


    Out of Turn Updates: None
    Turn Order: Salim/Zalarian, Bekah/morph147, Damiel/TColMaster
    if random character, using Self as #1

    Turn - Hour: 27 - Benefaction
    Hour Rules: None

    SOT: None
    Give Card: Rapier to Bekah
    Move: remain at den of iniquity
    Location Powers: hen you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.

    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.

    Will have Bekah recharge rapier to add 1d4
    Wisdom Check DC 4: 1d6 + 1d4 ⇒ (4) + (4) = 8 Success; will discard to explore

    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.

    Wisdom Check DC XX: 1d6 + 0 ⇒ (1) + 0 = 1 No Success; encounter monster

    Wolf Pack:

    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    OR Survival 6
    Before acting, a local character summons and encounters this monster.
    If the check to defeat has the Attack or Ranged trait, you may reroll.

    Will choose to take on initial reveal Melting Blade
    Add +1 for each 4 rolled on d4 against undead
    will bury another card (quilted armor) to add 2d4
    Dex Melee Combat Check DC 11: 1d8 + 2d4 + 3 + 2d4 ⇒ (8) + (4, 3) + 3 + (1, 4) = 23
    Monster Defeated; heal 1
    Salim is healed for 1: (Compass). Deck shuffled.
    will bury another card (spider) to add 2d4
    Dex Melee Combat Check DC 11: 1d8 + 2d4 + 3 + 2d4 ⇒ (1) + (1, 3) + 3 + (3, 2) = 13
    Monster Defeated; heal 1
    Salim is healed for 1: (Starknife). Deck shuffled.
    Shrieky Plant is banished

    Salim Ends his turn

    Reminder of Scenario changes:

    Desperate- When you encounter a boon and do not acquire it, discard a card
    Confusing- After your reset, shuffle a random card into your deck.

    DURING THIS SCENARIO:
    Scenario 7-1A: Once Bitten, Twice-Born

  • When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
  • At the end of your turn, if you did not defeat a bane or acquire a boon this turn, roll 1d6 and summon and encounter a card of the indicated type:
    1. Weapon
    2. Spell
    3. Armor
    4. Item
    5. Barrier
    6. Monster
  • Salim attempts to recover all cards in their Recovery pile.

    Salim resets their hand shuffling in BotG due to confusing

    "

    Salim wrote:

    Hand: The Melted Blade, Starknife, Heavy Shield, Compass,

    Displayed:
    Deck: 6 Discard: 3 Buried: 3
    Hero Points: 0
    reroll last used 1-A
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move Order: Den of Iniquity, Plaza, Shop, Alley
    Other: Can bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Leather Armor, Mouse, Orison, Dagger +1, Korvosan Guard, Blessing of the Gods
    Recharged:
    Discard Pile: Grave Tender, The Carnival, Quartermaster,
    Buried Pile: Sage's Journal, Quilted Cloth Armor, Spider,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    -Finesse Melee: Dexterity+2
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d6 ☐ +1
    -Knowledge: Intelligence+2
    Wisdom d6 ☐ +1 ☐ +2
    -Divine: Wisdom +0
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    -Diplomacy: Charisma+2

    Favored Card: Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapons, Divine
    POWERS:
    For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
    When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead.)
    □ Add 1d4 (□ 1d8) to your non-combat check against a bane.

    "

    [u]Summary[/u]
    Current Location: Den of Iniquity
    Acquired: Compass
    Banished: Shrieky Plant
    Examined: None
    Random Card(s) Used: Wolf Pack
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): Rapier given to Bekah and recharged


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

    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).

    PLAYER HANDS || SCOURGES || LOOT

    During This Scenario: Scenario 7-1A: Once Bitten, Twice-Born

  • When you encounter an ally or a monster and do not acquire or defeat it, recharge a card, then if any location is unoccupied, discard a card.
  • At the end of your turn, if you did not defeat a bane or acquire a boon this turn, roll 1d6 and summon and encounter a card of the indicated type:
    1. Weapon
    2. Spell
    3. Armor
    4. Item
    5. Barrier
    6. Monster

    Additional Rules: Harrow Suit: Keys

    Heroic Tweaks:
    Desperate- When you encounter a boon and do not acquire it, discard a card
    Confusing- After your reset, shuffle a random card into your deck.

    Danger Zombie Minions
    Villain None
    Henchmen (Closing) Dangerous Sales—Proxy A

    Dangerous Sale:

    Story Bane
    Type: Barrier
    Traits: Cache Skirmish
    To Defeat: None None
    Summon and encounter the danger. If you defeat it, this card is defeated; otherwise it is undefeated. If defeated, roll 1d6; summon and encounter a boon of the indicated type: 1. Weapon 2. Spell 3. Armor 4. Item 5. Ally 6. Blessing

    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.

    Scenario Level (#): 1

    Turn: 28, Bekah/morph1470

    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:
    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:
    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:
    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:
    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.

    Barriers
    Spoiler:
    Flanking Attack
    CotCT
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
    Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.

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

    Spoiler:
    Lost Local
    Core
    Barrier 0
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 5
    OR Survival 7
    If undefeated, suffer the scourge Dazed and end your turn.

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

    Weapons
    Spoiler:
    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:
    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:
    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:
    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:
    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.

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

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

    Spoiler:
    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:
    Soothing Word
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Healing
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 6
    On your turn, banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.

    Spoiler:
    Charm Person
    Core
    Spell 1
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
    DURING RECOVERY
    If proficient, you may bury this card.

    Armors
    Spoiler:
    Chain Shirt
    Core
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 4
    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.

    Spoiler:
    Chain Mail
    Core
    Armor 0
    Traits:
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 5
    Display. While displayed:
    * When you suffer Combat damage, you may recharge 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:
    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:
    Archer's Kite Shield
    CotCT
    Armor 1
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 5
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Spiked 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.

    Items
    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.

    Spoiler:
    Smoke Bomb
    CotCT
    Item 1
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 7
    When a local character encounters a monster, banish to let them evade it.
    On a local combat check, banish to add the character's Stealth.

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


    Spoiler:
    Antiplague
    CotCT
    Item 0
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 5
    Display next to a local character.
    While displayed:
    * On this character's checks against Disease or Poison cards, add 1d8.
    * You may banish to remove the scourge Plagued or Poisoned from this character.
    * At the end of the scenario, banish.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.


    Spoiler:
    Gem of Mental Acuity
    Core
    Item 1
    Traits:
    Magic
    Object
    To Acquire:
    Intelligence
    Wisdom
    Charisma 11
    On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.

    Spoiler:
    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.

    Allies
    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.

    Spoiler:
    Horse
    Core
    Ally 0
    Traits:
    Animal
    Mount
    To Acquire:
    Wisdom
    Charisma
    Survival 3
    Recharge to move. You may not use this power during an encounter.
    Discard to explore. This exploration, on your first check, 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:
    Sage
    Core
    Ally 0
    Traits:
    Arcanist
    Human
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 4
    On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
    Discard to examine the top card of your location, then shuffle the location, then you may explore.

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

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

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

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

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

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

    Hour Power: Your Ranged check is blessed.

    Current Hour:

    The Winged Serpent:
    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.

    Hours Remaining: 2

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Damiel/tcolmaster01:
    Spoiler:
    Hourglass Card 1 Damiel/tcolmaster01
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Hourglass Card 2 Salim/Zalarian:
    Spoiler:
    Hourglass Card 2 Salim/Zalarian
    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.

    Location #1: Den Of Iniquity
    Urban
    At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
    When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
    When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Bekah/morph1470, Damiel/tcolmaster01, Salim/Zalarian, Giant Fly

    Den Of Iniquity Card 1:
    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.
    Den Of Iniquity 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.


  • Bekah Deck Handler Bard || Arcane || Finesse

    Hour is The Winged Serpent
    Hour power is Your Ranged check is blessed.

    Start of turn

    First explore
    Encounter Den Of Iniquity Card 1: Giant Fly
    Will use Rapier to use Melee: Dex+1 since it is a finease weapon. will reload to add +1d4. Play Black spot and blessing of the gods

    Combat 10: 1d8 + 1 + 1d4 + 2 + 1d8 ⇒ (3) + 1 + (2) + 2 + (8) = 16 Success. since no other open location giant fly is banished

    End of turn
    Recover Black spot Arcane 6: 1d8 + 1 ⇒ (5) + 1 = 6 Success

    reset hand, shuffle in a card end turn

    "

    Bekah wrote:

    Hand: Force Missile (Core), Rapier (Core), Orison, Spellbook (Core),

    Displayed: Leather Armor (Core),
    Deck: 11 Discard: 11 Buried: 0
    Current Location: Base
    Hero Points:3
    NOTES:
    Available Support: Move me to an open location perferably with spells
    Movement: recharge cards as needed, just leave me a weapon

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Elemental Treaty, Rapier (core) Salim, Rapier (Core) Salim 2, Magnifying Glass, Old Salt, Prayer, Sling, Bastion Boots, Black Spot, Spyglass, Spider (Core)
    Recharged:
    Discard Pile: Troubadour (Core), Shortsword (Core), Bracers of Protection (Core), Sands of the Hour, Frog, Card Caster, Cure (Core), Divine Insight, Bodyguard, Shortbow, Blessing of the Gods,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Fortitude+2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: Charimsa +1
    Dipolomacy: Charisma+3
    Divine: Charisma+1

    Favored Card: {list favored card here}
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    {Arcane}{Divine}{Weapons}
    POWERS:
    At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
    You may recharge a weapon or a spell to add 1d4 (☐+1) to a check by another character at your location (☐ or your check).
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.

    "

    1 to 50 of 503 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / [ACG] [Outpost IV] Attack of the Twice-Born (Year of Reborn Strife) [Zalarian] All Messageboards

    Want to post a reply? Sign in.