[PACS] Outpost 2021 - HEROIC Year of Rotting Ruin by Nathan (Inactive)

Game Master Nathan Davis

Turn Order
1. Rivani/Zalarian
2. Ramexes/Gimry
3. Ranzak/Iceman91
4. Adowyn/skizzerz

Shared Tracker (Hands/Loot/Supporters)

Currently playing Scenario 6-6E: The Lich's Legacy HEROIC


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Ramexes Deck Handler STR d8 (+2) (Melee +3) | DEX d6 | CON d8 | INT d6 | WIS d4 | CHA d10 (+4) (Divine +1) (Diplomacy +2)

========================
Ramexes starts his turn.
Hour: The Forge
Hour Power:On your check, add 1 for each type of boon played.
Location: Trail
Location Power:The difficulty of checks to defeat is increased by the number of distant characters.
During This Adventure:
Scenario Powers:

  • While a blessing is not displayed next to your location, the Perils wildcard Unhallowed and the Onslaughts wildcard Withering apply to you and your location may not be closed.
  • Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
  • Withering: At the end of your turn, bury a random card from your discards.
  • When you defeat a monster from location, if a blessing is not displayed next to your location, you may summon and encounter a blessing. If you acquire it, display it next to your location. If you do not acquire it, you may shuffle the monster back into its location.
  • When you close your location, discard any blessings displayed next to it.
  • Wildcards
  • Hazardous:When building the locations, add 6 barriers, distributed as evenly as possible.The graveyard itself is suffused with negative energy. The ground seeks to envelope you in fresh dirt and decay.
  • Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6. The spirits grow even stronger!

    Move to Location #4

    Gargoyle:

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

    Combat 21(+4-4): 1d8 + 5 + 1d10 + 1d4 + 1d8 + 1 + 1 ⇒ (5) + 5 + (7) + (3) + (2) + 1 + 1 = 24

    Roll Details:

    Combat(Melee) - 1d8+5
    Shock Glaive(Elec) - 1d10+1d4
    Touch of Flame - 1d8+1
    Hour Power - 1

    Reveal Abadars Law for Touch of Flame

    Defeating a monster has me summon a blessing

    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.

    Divine 9(4+5): 1d10 + 5 ⇒ (8) + 5 = 13

    Roll Details:

    Divine - 1d10+5

    Blessing displayed

    Examine top 2 cards
    Card 2- Corpse Plate
    Card 3 - Totem Klar

    Bury Flamer to explore again

    Corpse Plate:

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

    Constitution 12: 1d8 + 1d8 + 1 ⇒ (8) + (5) + 1 = 14
    Roll Details:

    Constitution - 1d8
    Blessed - 1d8
    Hour Power - 1

    Recharge Abadar's Law to bless

    On Ranzaks turn, I will use my Staff of Minor healing to heal 1
    Ramexes is healed for 1: (Giantbane Greataxe). Deck shuffled.

    "

    Ramexes wrote:

    Hand: Shock Glaive, Major Cure, Clib (Clockwork Librarian), Blessing of the Gods,

    Displayed: Magic Leather Armor, Corpse Plate,
    Deck: 12 Discard: 1 Buried: 2
    Current Location: Graveyard
    Hero Points: 0
    NOTES:
    Other: Paizo reroll used for scenario 6-5B?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Divine Insight, Abadar's Law, Regill (Hellknight of the Nail), Aqueous Orb, Giantbane Greataxe, Gorum's Iron, Staff of Minor Healing, Wand of Restorative Touch, Thundering Earthbreaker, The Healing Light, Lyrune-Qua Truthspeaker, The Tangled Briar
    Recharged:
    Discard Pile: Heat Metal,
    Buried Pile: Our Lord In Iron, Flamer (Druid of the Flame),

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

    Favored Card: Weapons
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
    Proficiencies:
    Weapons
    POWERS:
    When you defeat a monster, you may examine the top card (☑ or top 2 cards) of your location deck.
    You may recharge (☑ or reveal) a card that has the Divine trait to add 1d8 (☑ +1 ) and the Fire (☑ or Acid or Poison) trait to your combat check.
    You may bury an ally from your discard pile to explore your location.
    ☑ When you discard a weapon for its power, you may first recharge a random card from your discards.
    ☑ When you close a location and move to the Base, you may immediately explore it once. (YoRR)
    ☑ After you use the Base's power to recharge cards, you may move or shuffle your deck. (YoRR)

    "

    End of Turn Summary
    Moved to Location 4
    Banished Card 1 of Location 4, displayed Blessing there
    Acquired Card 2 of Location 4
    Examined Card 3 of Location 4


  • Deck Handler

    Angelic Armor in Graveyard #2 should be Magic Spiked Full Plate, since Ranzak used loot access to don the former.

    Off-turn: no activity

    Ranzak's turn
    Hour of The Hidden Truth
    The first time you examine cards this turn, heal 1d4-1 cards.

    SoT: Reveal Ring of Regeneration to recharge Fate-reader Lenses

    Give The Locksmith to Rivani

    Move to Graveyard #4 (with Ramexes)

    Free explore of #3: Totem Klar
    Reveal Wadjet
    Survival 11: 1d4 + 3 + 1d4 + 3 + 1d4 ⇒ (2) + 3 + (1) + 3 + (3) = 12 Success

    Ranzak!: 1d6 ⇒ 4

    Bonus explore of #4: Landshark
    Reveal and discard Chakram, recharge Totem Klar, ask Rivani to discard The Locksmith
    Combat 21: 1d10 + 3 + 1d8 + 1 + 1d6 + 1d6 + 1 + 1d10 ⇒ (2) + 3 + (4) + 1 + (6) + (3) + 1 + (10) = 30 Success

    Reveal Forensic Physician to heal Cerulean Mastermind, then discard to explore #5: Dispelling Mist
    Reveal and recharge Thieves' Tools
    Disable 12: 1d10 + 4 + 2d8 ⇒ (1) + 4 + (2, 3) = 10 Hero point
    Disable 12: 1d10 + 4 + 2d8 ⇒ (2) + 4 + (2, 6) = 14 Phew!
    Add trap counter to location

    End turn
    Ring of Regeneration recharges Forensic Physician

    Ranzak wrote:

    Hand: Venomous Dagger, Ring of Regeneration, Staff of Minor Healing (Core), Gem of Physical Prowess (Core), Cerulean Mastermind, Blessing of the Quartermaster 2, Master of Masters, Blessing of Wadjet,

    Displayed: Angelic Armor,
    Deck: 11 Discard: 1 Buried: 2
    Hero Points: 1
    Used Accessory re-roll: Y
    NOTES:
    Available Support: Staff, Mastermind, and Blessings are available
    Movement: Graveyard #2
    Other: Will attempt to acquire any boon others fail to acquire (if it's straightforward, feel free to bot).

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Orison, Fate-reader Lenses, Boots of Alacrity, Blessing of the Quartermaster 1, Totem Klar, Embalming Fluid, Hippogriff Fledgling, Steel Ibis Lamellar, Limning Starknife
    Recharged: Thieves' Tools (Core), Forensic Physician,
    Discard Pile: Galvanic Chakram +1,
    Buried Pile: Corrosion, Blessing of the Savored Sting,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2 ☐ +3
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3
    Disable: Dex +1
    Stealth: Dex +1
    Constitution d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Fortitude: Con +1
    Intelligence d4
    Wisdom d4 ☐ +1 ☐ +2 ☐ +3
    Survival: Wis +3
    Charisma d6 ☑ +1 ☐ +2

    Favored Card: None
    Hand Size: 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
    Proficiencies:
    Weapons
    POWERS:
    If there is another local character, you may evade a bane; a random other local character encounters it instead.
    On your check to acquire a boon, add 1d4 (☑ +1) (☑ +3).
    When you acquire a boon on your turn, you may roll 1d6; on a (☑ 3,) 4, 5, or 6, explore your location.
    ☑ If another local character fails to acquire a boon, you may attempt a check to acquire it.
    ☐ When you close or guard your location, draw a new plunder card.
    ☐ You may discard a card from the hourglass to explore your location.
    When you defeat a barrier, you may mark your location to represent setting a trap. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.


    Female Human | My Deck Handler Psychic / Arcane+Occultist+Ranged (12789-1020)

    Trap counter sufficiently handles combat from last time.

    Receive and discard locksmith.

    Will use clairvoyance on Ranzaks turn to put henchman as top card followed by armor and Azer. Examine allows possible heal.

    healing: 1d4 - 1 ⇒ (1) - 1 = 0
    No healing


    During This Adventure:

    Spoiler:

    At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventures harrow suit as being level #.
    Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)

    When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

    Start with all level 0, 1, 2, 3, 4, and 5 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, and 2 non-Veteran banes and you may remove any Level 0, 1, and 2 non-Veteran, non-blessing boons.

    Harrow Suit: Stars

    Base Powers:
    After you use the Base's power to recharge cards, you may move or shuffle your deck.
    When you close a location and move to the Base, you may immediately explore it once.

    Shared Tracker (Hands/Loot/Supporters)

    During This Scenario: Setup Build a number of Graveyard locations equal to the number of characters.

    During This Scenario: While a blessing is not displayed next to your location, the Perils wildcard Unhallowed and the Onslaughts wildcard Withering apply to you and your location may not be closed.

    Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
    Withering: At the end of your turn, bury a random card from your discards.

    When you defeat a monster from location, if a blessing is not displayed next to your location, you may summon and encounter a blessing. If you acquire it, display it next to your location. If you do not acquire it, you may shuffle the monster back into its location.

    When you close your location, discard any blessings displayed next to it.

    Wildcards
    Hazardous:When building the locations, add 6 barriers, distributed as evenly as possible.The graveyard itself is suffused with negative energy. The ground seeks to envelope you in fresh dirt and decay.
    Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6. The spirits grow even stronger!

    Additional Rules: Story Banes

    Danger: Ancient Skeleton, Wight, Wraith
    Villain: None
    Henchmen (Closing): Mithrodar the Chained, Danse Macabre, Mandraivus, Wraith (Henchman Proxy A)

    Ancient Skeleton:

    Story Bane
    Type: Monster
    Traits: Skeleton Undead Veteran
    To Defeat: Combat 11+##
    Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.

    Wight:

    Story Bane
    Type: Monster
    Traits: Undead Wight Veteran
    To Defeat: Knowledge 6+# OR Combat 10+##
    Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.

    Wraith:

    Story Bane
    Type: Monster
    Traits: Incorporeal Undead Veteran Wraith
    To Defeat: Combat 13+## OR Divine 8+#
    Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. Damage suffered from this monster may not be reduced. If undefeated, suffer the scourge Drained.

    Mithrodar the Chained:

    Story Bane
    Type: Monster
    Traits: Incorporeal Undead
    To Defeat: Combat 26 OR Divine 13
    Immune to Mental and Poison. Before acting, each local character must succeed at a Charisma 6 check or suffer 1d6 Mental damage that cannot be reduced. If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated.

    Danse Macabre:

    Story Bane
    Type: Barrier
    Traits: Skirmish Undead
    To Defeat: Combat 28 OR Dexterity Acrobatics Wisdom 11
    Immune to Cold, Mental, and Poison. Resistant to Attack. Before acting, each character draws a random card from the hand of the character to the left, then either summons and encounters the story bane Wraith or buries a random card. If undefeated, suffer the scourges Drained and Exhausted.

    Mandraivus:

    Story Bane
    Type: Monster
    Traits: Incorporeal Undead
    To Defeat: Combat 23 OR Divine 13
    Immune to Mental and Poison. If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated. Damage suffered from this monster cannot be reduced. After acting, suffer the scourge Drained.

    Zombie Minions:

    Story Bane
    Type: Monster
    Traits: Undead Zombie Veteran
    To Defeat: Combat 9 THEN Combat 11+#
    Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.

    Scenario Level (#): 5

    Turn: 11, Adowyn/skizzerz

    Random Cards:

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

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

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

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

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

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

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

    Spoiler:
    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:
    Eternal Glyphs
    CotCT
    Barrier 4
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Knowledge 13
    OR Disable 12
    If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
    If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
    Then reload this barrier into its location.

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

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

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

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

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

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

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

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


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

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


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

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


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

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


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

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

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

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

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

    Items
    Spoiler:
    Dust of Revealing
    CotCT
    Item 4
    Traits:
    Craft
    Object
    To Acquire:
    Intelligence
    Arcane
    Divine 11
    On a local Perception check, freely bury to add 2d10.
    Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.

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

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

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

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


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

    Allies
    Spoiler:
    Ruan Mirukova
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 12
    On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
    Discard to explore; you may first heal a card.

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

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

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

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

    Blessings
    Spoiler:
    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.

    Spoiler:
    The Gold-fisted
    Core
    Blessing 3
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: When you acquire a boon, you may recharge a card.
    To Acquire:
    Craft
    Divine 8
    On a local check to acquire, reload to add 1d4.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.

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

    Spoiler:
    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:
    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.

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

    Current Hour:

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

    Hours Remaining: 19

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 1 Rivani/Zalarian
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 2 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 2 Ramexes/Gimry
    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 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 3 Ranzak/Iceman91
    The Vision
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
    To Acquire:
    Intelligence
    Arcane 4+#
    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.
    Hourglass Card 4 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 4 Adowyn/skizzerz
    The Brass Dwarf
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
    To Acquire:
    Constitution
    Fortitude 4+#
    On any Constitution check, discard to bless twice.
    Discard to explore.
    Hourglass Card 5 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 5 Rivani/Zalarian
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.
    Hourglass Card 6 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 6 Ramexes/Gimry
    Grandmother Nightmare
    Core
    Blessing 3
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
    To Acquire:
    Intelligence
    Arcane
    Divine 8
    On any check, discard to bless.
    On a check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Hourglass Card 7 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 7 Ranzak/Iceman91
    Blackfingers
    Core
    Blessing 3
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
    To Acquire:
    Craft
    Divine
    Stealth 8
    On any check, discard to bless.
    On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
    Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
    Hourglass Card 8 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 8 Adowyn/skizzerz
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    Veteran
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Hourglass Card 9 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 9 Rivani/Zalarian
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    Veteran
    When this is the hour: You may avenge by discarding a card.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 10 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 10 Ramexes/Gimry
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    Veteran
    When this is the hour: After discarding any number of cards as damage, draw a card.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.
    Hourglass Card 11 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 11 Ranzak/Iceman91
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    Veteran
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Hourglass Card 12 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 12 Adowyn/skizzerz
    The Prince of Pain
    Core
    Blessing 3
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
    To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
    Hourglass Card 13 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 13 Rivani/Zalarian
    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 14 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 14 Ramexes/Gimry
    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.
    Hourglass Card 15 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 15 Ranzak/Iceman91
    The Liar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
    To Acquire:
    Charisma
    Knowledge 4+#
    On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
    Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
    Hourglass Card 16 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 16 Adowyn/skizzerz
    Lamashtu's Madness
    Core
    Blessing 2
    Traits:
    Deity: Lamashtu
    Divine
    Veteran
    When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1.
    To Acquire:
    Intelligence
    Arcane
    Divine 5+#
    On any check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Hourglass Card 17 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 17 Rivani/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 18 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 18 Ramexes/Gimry
    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 19 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 19 Ranzak/Iceman91
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    Veteran
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.

    Location #0: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 6
    Located/Displayed Here: None

    Base Card 1:
    Ketrik
    None
    Supporter 2
    Traits:
    Human
    Fighter
    Veteran
    Display. While displayed:
    • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
    • [] You may bury to draw 3 new armors, then banish 2 of them.
    If we move now, we might be able to get to them before their army can get to us.
    Base Card 2:
    Boors
    None
    Supporter 2
    Traits:
    Human
    Ranger
    Display. While displayed:
    • You may bury to examine the top card of up to 3 locations.
    • [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
    Look out there. Give your eyes some time to adjust and look at the horizon.
    Base Card 3:
    Pathfinder Bodyguard
    None
    Supporter 0
    Traits:
    Human
    Fighter
    Display. While displayed:
    • When a local character suffers damage, you may bury to reduce it to 0.
    • [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
    Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.
    Base Card 4:
    Jayna Lemore
    None
    Supporter 3
    Traits:
    Human
    Paladin
    Display. While displayed:
    • On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
    • [] You may bury to allow a local character to ignore a card’s before or after acting power.
    Please, before it’s too late, ride with me and let us save the fortress.
    Base Card 5:
    Moise
    None
    Supporter 2
    Traits:
    Human
    Hunter
    Display. While displayed:
    • You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
    • [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
    The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
    Base Card 6:
    Pathfinder Chronicler
    None
    Supporter 0
    Traits:
    Human
    Bard
    Display. While displayed:
    • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
    • [] You may bury to examine the top 3 cards of any location.
    Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?

    Location #1: Trail
    Wild
    At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
    When Closing: Discard either a random card or a card matching your favored card.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Benefaction Displayed;
    Trail Card 1 (Mammoth):
    Mammoth
    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 18
    OR Survival 9
    Before acting, each local character suffers 1 Combat damage.
    Trail Card 2 (Brain Mold):
    Brain Mold
    CotCT
    Barrier 4
    Traits:
    Obstacle
    Plant
    To Defeat:
    Intelligence
    Knowledge 10
    OR Wisdom
    Survival 7
    Before acting, mark your location with the scourges Drained and Poisoned.
    If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
    If undefeated, display this barrier at your location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When this location is closed, banish this barrier.

    Location #2: Graveyard
    Sacred
    Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M: 3 Ba: 0 W: 0 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Rivani/Zalarian, The Owl Displayed
    Graveyard Card 1 (Henchman Proxy A1):
    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.
    Graveyard Card 2 (Magic Spiked Full Plate):
    Magic Spiked Full Plate
    CotCT
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
    Graveyard Card 3:
    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.
    Graveyard Card 4:
    Sayona
    CotCT
    Monster 5
    Traits:
    Sayona
    Undead
    To Defeat:
    Combat 21
    Immune to Mental and Poison.
    Resistant to Cold.
    On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset.
    Graveyard Card 5:
    Maiden's Helm
    CotCT
    Armor 3
    Traits:
    Gray Maiden
    Heavy Armor
    Helm
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 10
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer Combat damage, freely reveal to reduce it by 2.
    On your Diplomacy check, reveal to add 1d6.
    After playing this armor, you may not play a Helm boon this encounter.
    Graveyard Card 6:
    Ash Giant Zombie
    CotCT
    Monster 5
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 24
    Immune to Cold, Electricity, Force, Mental, and Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.

    Location #3: Graveyard
    Sacred
    Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M: 4 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Adowyn/skizzerz, None
    Graveyard Card 1 (Mithrodar the Chained):
    Mithrodar the Chained
    CotCT
    Story Bane 5
    Type: Monster
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 26
    OR Divine 13
    Immune to Mental and Poison.
    Before acting, each local character must succeed at a Charisma 6 check or suffer 1d6 Mental damage that cannot be reduced.
    If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated.
    Graveyard Card 2:
    Mist Horror
    CotCT
    Monster 3
    Traits:
    Elemental
    Outsider
    To Defeat:
    Combat 14
    Immune to Electricity and Ranged. Vulnerable to Cold.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
    Graveyard Card 3:
    Sable Company Hide
    CotCT
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 11
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.
    Graveyard Card 4:
    Curse of the Worm
    CotCT
    Barrier 5
    Traits:
    Curse
    Task
    To Defeat:
    Intelligence
    Knowledge 14
    OR Wisdom
    Divine 12
    If undefeated, display this barrier.
    While displayed:
    * At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
    * When a power would remove 1 of your scourges, you may instead banish this barrier.
    Graveyard Card 5:
    Obsession of Battle
    CotCT
    Barrier 5
    Traits:
    Curse
    Task
    To Defeat:
    Intelligence
    Perception 13
    OR Wisdom 11
    If undefeated, display this barrier.
    While displayed:
    * When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results.
    * When a power would remove 1 of your scourges, you may instead banish this barrier.
    Graveyard Card 6:
    Bogeyman
    CotCT
    Monster 3
    Traits:
    Fey
    To Defeat:
    Combat 14
    If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
    Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.
    Graveyard Card 7:
    Catoblepas
    CotCT
    Monster 4
    Traits:
    Aberration
    Trigger
    To Defeat:
    Combat 20
    When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
    If undefeated, each local character suffers the scourge Poisoned.
    Graveyard Card 8:
    Dread Helm
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Helm
    Magic
    To Acquire:
    Constitution
    Divine
    Fortitude 12
    When you suffer Combat damage, freely reveal to reduce it by 3.
    If proficient, when you suffer any damage, freely reveal to reduce it by 2.
    Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
    After playing this armor, you may not play a Helm boon this encounter.
    Graveyard Card 9:
    Venomous Dagger
    Core
    Weapon 3
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 11
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
    Graveyard Card 10:
    Basilisk
    Core
    Monster 3
    Traits:
    Aberration
    Basilisk
    To Defeat:
    Combat 14
    Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
    If undefeated, bury a random card from your discards.
    If defeated, remove the scourges Dazed and Entangled from all local characters.

    Location #4: Graveyard
    Sacred
    Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Ramexes/Gimry, Ranzak/Iceman91, Nethys's Duality Displayed;
    1 Trap Counter
    Graveyard Card 1:
    Acidic Bolas
    CotCT
    Weapon 3
    Traits:
    Acid
    Bludgeoning
    Chain
    Magic
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
    If proficient, discard to evade a monster you encounter.
    Graveyard Card 2:
    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.
    Graveyard Card 3:
    Hippogriff Rider
    CotCT
    Monster 4
    Traits:
    AND
    Animal
    Human
    Ranger
    Trigger
    To Defeat:
    Combat 18
    THEN Combat 17
    OR Survival 11
    When examined, suffer 1 Ranged Combat damage.
    Before acting, suffer 1 Ranged Combat damage.
    If undefeated, a random character suffers 1d4+1 Ranged Combat damage.
    Graveyard Card 4:
    Mandraivus
    CotCT
    Story Bane 5
    Type: Monster
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 23
    OR Divine 13
    Immune to Mental and Poison.
    If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated.
    Damage suffered from this monster cannot be reduced.
    After acting, suffer the scourge Drained.
    Graveyard Card 5:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.
    Graveyard Card 6:
    Stinging Wasps
    CotCT
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Perception 11
    OR Disable 9
    If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.

    Location #5: Graveyard
    Sacred
    Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M: 4 Ba: 3 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Graveyard Card 1:
    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    Veteran
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.
    Graveyard Card 2:
    Madness Mist Trap
    CotCT
    Barrier 3
    Traits:
    Cache
    Lock
    Magic
    Trap
    To Defeat:
    Disable 8
    OR Fortitude 10
    If defeated, draw a new spell or item.
    If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.
    Graveyard Card 3:
    Wood Golem
    Core
    Monster 3
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 18
    Immune to Attack, Cold, Mental, and Poison.
    Vulnerable to Fire.
    If the check to defeat has the Fire trait, ignore this monster's immunities.
    Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.
    Graveyard Card 4:
    Manananggal
    CotCT
    Monster 5
    Traits:
    Undead
    To Defeat:
    Combat 20
    THEN Combat 20
    Immune to Mental and Poison.
    Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
    If undefeated, suffer the scourge Drained.
    Graveyard Card 5:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Graveyard Card 6:
    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.
    Graveyard Card 7:
    Mantle of Life
    CotCT
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Divine
    Fortitude 13
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
    Graveyard Card 8:
    Bearskin Armor
    CotCT
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
    Graveyard Card 9:
    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.
    Graveyard Card 10:
    Dybbuk
    CotCT
    Monster 5
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 22
    Immune to Mental and Poison.
    Resistant to Attack.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, choose them randomly.
    Graveyard Card 11:
    Wounding Spear-axe
    CotCT
    Weapon 3
    Traits:
    2-Handed
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
    After playing this weapon, you may not play an Offhand boon this encounter.


    Deck Handler // Tier 6.2 // 0 Hero Points // Looking for Item 6 > Armor 5 > Ally 6 > Armor 6

    Off-turn: On Ranzak's turn, recharge Leryn (ally) to examine the top card of my location. This triggers the Hour power so I heal 1d4 - 1 ⇒ (1) - 1 = 0 cards (oh well).

    Hour of The Survivor. I'll recharge Efficient Quiver and reset, drawing Blessing of Erastil and Nirmathas Longbow. Stay put and explore.

    Location #3 Graveyard Card 1: Mithrodar the Chained. All of my checks this exploration have an additional 1d6 per character power. Before acting, asking Ranzak to recharge Blessing of the Quartermaster. (Ranzak is at a location that is not Unhallowed, so it is played normally despite me being at an Unhallowed location). Charisma 6: 3d6 ⇒ (1, 3, 6) = 10 Success. Reveal Thorn Bow and Archer's Bracers, character power adds 1d6, freely recharge Snakebite Dagger, and bury Blessing of Erastil. Combat 26: 3d10 + 1d6 + 7 + 2 + 1d6 + 1d4 ⇒ (3, 3, 8) + (5) + 7 + 2 + (1) + (4) = 33 Defeated. For defeating a monster, examine top card of my deck: Snow Leopard. It's an Animal so I draw it. Summon and encounter a blessing per Scenario power. Random Blessing 1: The Lost.

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

    This is still part of my first exploration, so my character power adds 1d6. Freely recharge Nirmathas Longbow to add 1d6. Survival 4+5=9: 1d8 + 5 + 2d6 ⇒ (1) + 5 + (6, 6) = 18 Success, The Lost is displayed by the location. Finally, attempt to close by summoning and encountering Zombie Minions.

    Zombie Minions: Still part of my first exploration so my character power is still in effect. Reveal Thorn Bow and Archer's Bracers. Combat 9: 1d10 + 1d6 + 7 + 1d6 + 2 ⇒ (8) + (1) + 7 + (5) + 2 = 23 Success. Recharge Snow Leopard on the 2nd check for good measure and to guarantee I draw Cure during my reset. Combat 11+5=16: 1d10 + 1d6 + 7 + 1d6 + 2 + 1d4 ⇒ (3) + (2) + 7 + (1) + 2 + (3) = 18 That was a terrible roll, but closed nonetheless! For defeating a monster, examine the top card of my deck: Hatchetbird. It's an Animal so I draw it.

    The Lost is put into my discards and a new random Undead monster is shuffled into 1d4 ⇒ 2 Location #2: Graveyard. On closing, move to Base and immediately explore it once.

    Base: take Jayna Lemore and display her, also use the Base power to recharge Hatchetbird. (I do not have Jayna's Supporter feat but the base power lets me add the Magic trait to any Combat check at any location, which is useful for defeating henchmen in a pinch). For using the Base power to recharge cards, I'm able to move, so I'll join Rivani at Location #2: Graveyard. Finally I'll reload Leryn to examine and rearrange the top 2 cards of that location. 7 is the new Undead monster that was shuffled in. 1d7 ⇒ 6 Ash Giant Zombie and 1d7 ⇒ 4 Sayona. Put them back in the order of Rivani's choosing. Then end turn. Re-display Leryn ASAP next turn.

    Adowyn wrote:

    Hand: Fox, Blessing of Gozreh, Archer's Bracers, Thorn Bow, Cure,

    Displayed: Leryn (Cohort), Jayna Lemore,
    Deck: 9 Discard: 5 Buried: 2
    Current Location: Graveyard #2
    Hero Points: 1
    6-5B Playmat: available
    6-5B Reroll: used
    NOTES:
    Available Support: Use anything marked feel free to use without asking.
    Feel free to use:
    - Blessing of Gozreh: On any check, discard to bless
    - Fox: On an Intelligence or Wisdom check, recharge to add 1d4
    - Cure: Heal 1d4+1 cards
    - Jayna Lemore: On any combat check, after the roll, bury to add 1d6 and the Magic trait
    Ask in Discord before using:
    - N/A
    Movement: Move to an unoccupied Graveyard next

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Aspect of the Wolf, Major Cure, Mammoth Hide Armor, Leryn (Ally), Efficient Quiver, Snakebite Dagger, Nirmathas Longbow, Snow Leopard, Hatchetbird,
    Discard Pile: Headband of the Wolf, The Lost, Marksman's Bow, Balmberry, Blessing of the Ancients 1,
    Buried Pile: Headband of Mental Superiority, Blessing of Erastil,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Ranged: Dexterity +3
    Disable: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Divine: Wisdom +2
    Survival: Wisdom +2
    Perception: Wisdom +2 (while Leryn is displayed)
    Charisma d6 ☐ +1 ☐ +2
    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Weapons, Divine
    POWERS:
    After you defeat a monster (☐ or a barrier), you may examine the top card of your deck; if it has the Animal trait (☐ or is a weapon), you may draw it. (☐ Then you may recharge the top card of your deck.)
    You may recharge a card to evade a bane you encounter (☐ or discard a card to allow another character at your location to do so). Then you may examine the top card of your location deck (☑ and you may put it under the top card of that deck).
    ☑ Add 1d6 to the first check of your turn (☑ and to all checks during the first exploration of your turn).
    ☑ When you encounter a barrier, you may draw a card.
    ☑ You gain the skill Disable: Dexterity +2.
    ☐ You gain the skill Stealth: Dexterity +2.

    Ranzak recharges Blessing of the Quartermaster
    Graveyard #3 closed
    Graveyard #2 has a new Undead monster shuffled into it. Cards 4/6 are on top in the order of Rivani's choosing


    During This Adventure:

    Spoiler:

    At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventures harrow suit as being level #.
    Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)

    When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

    Start with all level 0, 1, 2, 3, 4, and 5 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, and 2 non-Veteran banes and you may remove any Level 0, 1, and 2 non-Veteran, non-blessing boons.

    Harrow Suit: Stars

    Base Powers:
    After you use the Base's power to recharge cards, you may move or shuffle your deck.
    When you close a location and move to the Base, you may immediately explore it once.

    Shared Tracker (Hands/Loot/Supporters)

    During This Scenario: Setup Build a number of Graveyard locations equal to the number of characters.

    During This Scenario: While a blessing is not displayed next to your location, the Perils wildcard Unhallowed and the Onslaughts wildcard Withering apply to you and your location may not be closed.

    Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
    Withering: At the end of your turn, bury a random card from your discards.

    When you defeat a monster from location, if a blessing is not displayed next to your location, you may summon and encounter a blessing. If you acquire it, display it next to your location. If you do not acquire it, you may shuffle the monster back into its location.

    When you close your location, discard any blessings displayed next to it.

    Wildcards
    Hazardous:When building the locations, add 6 barriers, distributed as evenly as possible.The graveyard itself is suffused with negative energy. The ground seeks to envelope you in fresh dirt and decay.
    Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6. The spirits grow even stronger!

    Additional Rules: Story Banes

    Danger: Ancient Skeleton, Wight, Wraith
    Villain: None
    Henchmen (Closing): Mithrodar the Chained, Danse Macabre, Mandraivus, Wraith (Henchman Proxy A)

    Ancient Skeleton:

    Story Bane
    Type: Monster
    Traits: Skeleton Undead Veteran
    To Defeat: Combat 11+##
    Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.

    Wight:

    Story Bane
    Type: Monster
    Traits: Undead Wight Veteran
    To Defeat: Knowledge 6+# OR Combat 10+##
    Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.

    Wraith:

    Story Bane
    Type: Monster
    Traits: Incorporeal Undead Veteran Wraith
    To Defeat: Combat 13+## OR Divine 8+#
    Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. Damage suffered from this monster may not be reduced. If undefeated, suffer the scourge Drained.

    Mithrodar the Chained:

    Story Bane
    Type: Monster
    Traits: Incorporeal Undead
    To Defeat: Combat 26 OR Divine 13
    Immune to Mental and Poison. Before acting, each local character must succeed at a Charisma 6 check or suffer 1d6 Mental damage that cannot be reduced. If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated.

    Danse Macabre:

    Story Bane
    Type: Barrier
    Traits: Skirmish Undead
    To Defeat: Combat 28 OR Dexterity Acrobatics Wisdom 11
    Immune to Cold, Mental, and Poison. Resistant to Attack. Before acting, each character draws a random card from the hand of the character to the left, then either summons and encounters the story bane Wraith or buries a random card. If undefeated, suffer the scourges Drained and Exhausted.

    Mandraivus:

    Story Bane
    Type: Monster
    Traits: Incorporeal Undead
    To Defeat: Combat 23 OR Divine 13
    Immune to Mental and Poison. If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated. Damage suffered from this monster cannot be reduced. After acting, suffer the scourge Drained.

    Zombie Minions:

    Story Bane
    Type: Monster
    Traits: Undead Zombie Veteran
    To Defeat: Combat 9 THEN Combat 11+#
    Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.

    Scenario Level (#): 5

    Turn: 12, Rivani/Zalarian

    Random Cards:

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

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

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

    Spoiler:
    Dire Lion
    Core
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 17
    Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
    Damage is increased by 1d4-1.

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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


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

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


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

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


    Armors
    Spoiler:
    Stone-shard Breastplate
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.
    * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.

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

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

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

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

    Items
    Spoiler:
    Dust of Revealing
    CotCT
    Item 4
    Traits:
    Craft
    Object
    To Acquire:
    Intelligence
    Arcane
    Divine 11
    On a local Perception check, freely bury to add 2d10.
    Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.

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

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

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

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

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

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

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

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

    Spoiler:
    Ruan Mirukova
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 12
    On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
    Discard to explore; you may first heal a card.

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

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

    Spoiler:
    The Father of Creation
    Core
    Blessing 3
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
    To Acquire:
    Strength
    Craft
    Divine 8
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore. This exploration, when any character suffers damage, reduce it by 2.

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

    Hour Power: No effect.

    Current Hour:

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

    Hours Remaining: 18

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 1 Ramexes/Gimry
    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 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 2 Ranzak/Iceman91
    The Vision
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
    To Acquire:
    Intelligence
    Arcane 4+#
    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.
    Hourglass Card 3 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 3 Adowyn/skizzerz
    The Brass Dwarf
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
    To Acquire:
    Constitution
    Fortitude 4+#
    On any Constitution check, discard to bless twice.
    Discard to explore.
    Hourglass Card 4 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 4 Rivani/Zalarian
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.
    Hourglass Card 5 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 5 Ramexes/Gimry
    Grandmother Nightmare
    Core
    Blessing 3
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
    To Acquire:
    Intelligence
    Arcane
    Divine 8
    On any check, discard to bless.
    On a check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Hourglass Card 6 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 6 Ranzak/Iceman91
    Blackfingers
    Core
    Blessing 3
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
    To Acquire:
    Craft
    Divine
    Stealth 8
    On any check, discard to bless.
    On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
    Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
    Hourglass Card 7 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 7 Adowyn/skizzerz
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    Veteran
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Hourglass Card 8 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 8 Rivani/Zalarian
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    Veteran
    When this is the hour: You may avenge by discarding a card.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 9 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 9 Ramexes/Gimry
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    Veteran
    When this is the hour: After discarding any number of cards as damage, draw a card.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.
    Hourglass Card 10 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 10 Ranzak/Iceman91
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    Veteran
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Hourglass Card 11 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 11 Adowyn/skizzerz
    The Prince of Pain
    Core
    Blessing 3
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
    To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
    Hourglass Card 12 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 12 Rivani/Zalarian
    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 13 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 13 Ramexes/Gimry
    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.
    Hourglass Card 14 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 14 Ranzak/Iceman91
    The Liar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
    To Acquire:
    Charisma
    Knowledge 4+#
    On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
    Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
    Hourglass Card 15 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 15 Adowyn/skizzerz
    Lamashtu's Madness
    Core
    Blessing 2
    Traits:
    Deity: Lamashtu
    Divine
    Veteran
    When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1.
    To Acquire:
    Intelligence
    Arcane
    Divine 5+#
    On any check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Hourglass Card 16 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 16 Rivani/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 17 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 17 Ramexes/Gimry
    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 18 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 18 Ranzak/Iceman91
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    Veteran
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.

    Location #0: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 5
    Located/Displayed Here: None

    Base Card 1 (Ketrik):
    Ketrik
    None
    Supporter 2
    Traits:
    Human
    Fighter
    Veteran
    Display. While displayed:
    • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
    • [] You may bury to draw 3 new armors, then banish 2 of them.
    If we move now, we might be able to get to them before their army can get to us.
    Base Card 2 (Boors):
    Boors
    None
    Supporter 2
    Traits:
    Human
    Ranger
    Display. While displayed:
    • You may bury to examine the top card of up to 3 locations.
    • [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
    Look out there. Give your eyes some time to adjust and look at the horizon.
    Base Card 3 (Pathfinder Bodyguard):
    Pathfinder Bodyguard
    None
    Supporter 0
    Traits:
    Human
    Fighter
    Display. While displayed:
    • When a local character suffers damage, you may bury to reduce it to 0.
    • [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
    Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.
    Base Card 4 (Moise):
    Moise
    None
    Supporter 2
    Traits:
    Human
    Hunter
    Display. While displayed:
    • You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
    • [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
    The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
    Base Card 5 (Pathfinder Chronicler):
    Pathfinder Chronicler
    None
    Supporter 0
    Traits:
    Human
    Bard
    Display. While displayed:
    • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
    • [] You may bury to examine the top 3 cards of any location.
    Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?

    Location #1: Trail
    Wild
    At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
    When Closing: Discard either a random card or a card matching your favored card.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Benefaction Displayed;
    Trail Card 1 (Mammoth):
    Mammoth
    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 18
    OR Survival 9
    Before acting, each local character suffers 1 Combat damage.
    Trail Card 2 (Brain Mold):
    Brain Mold
    CotCT
    Barrier 4
    Traits:
    Obstacle
    Plant
    To Defeat:
    Intelligence
    Knowledge 10
    OR Wisdom
    Survival 7
    Before acting, mark your location with the scourges Drained and Poisoned.
    If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
    If undefeated, display this barrier at your location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When this location is closed, banish this barrier.

    Location #2: Graveyard
    Sacred
    Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M: 4 Ba: 0 W: 0 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Rivani/Zalarian, Adowyn/skizzerz, The Owl Displayed;
    Henchman Proxy-A, Magic Spiked Full Plate
    Graveyard Card 1 (Ash Giant Zombie):
    Ash Giant Zombie
    CotCT
    Monster 5
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 24
    Immune to Cold, Electricity, Force, Mental, and Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
    Graveyard Card 2 (Sayona):
    Sayona
    CotCT
    Monster 5
    Traits:
    Sayona
    Undead
    To Defeat:
    Combat 21
    Immune to Mental and Poison.
    Resistant to Cold.
    On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset.
    Graveyard Card 3:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Graveyard Card 4:
    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.
    Graveyard Card 5:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    Veteran
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Graveyard Card 6:
    Magic Spiked Full Plate
    CotCT
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
    Graveyard Card 7:
    Maiden's Helm
    CotCT
    Armor 3
    Traits:
    Gray Maiden
    Heavy Armor
    Helm
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 10
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer Combat damage, freely reveal to reduce it by 2.
    On your Diplomacy check, reveal to add 1d6.
    After playing this armor, you may not play a Helm boon this encounter.

    Location #4: Graveyard
    Sacred
    Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Ramexes/Gimry, Ranzak/Iceman91, Nethys's Duality Displayed;
    1 Trap Counter
    Graveyard Card 1:
    Acidic Bolas
    CotCT
    Weapon 3
    Traits:
    Acid
    Bludgeoning
    Chain
    Magic
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
    If proficient, discard to evade a monster you encounter.
    Graveyard Card 2:
    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.
    Graveyard Card 3:
    Hippogriff Rider
    CotCT
    Monster 4
    Traits:
    AND
    Animal
    Human
    Ranger
    Trigger
    To Defeat:
    Combat 18
    THEN Combat 17
    OR Survival 11
    When examined, suffer 1 Ranged Combat damage.
    Before acting, suffer 1 Ranged Combat damage.
    If undefeated, a random character suffers 1d4+1 Ranged Combat damage.
    Graveyard Card 4:
    Mandraivus
    CotCT
    Story Bane 5
    Type: Monster
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 23
    OR Divine 13
    Immune to Mental and Poison.
    If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated.
    Damage suffered from this monster cannot be reduced.
    After acting, suffer the scourge Drained.
    Graveyard Card 5:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.
    Graveyard Card 6:
    Stinging Wasps
    CotCT
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Perception 11
    OR Disable 9
    If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.

    Location #5: Graveyard
    Sacred
    Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M: 4 Ba: 3 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Graveyard Card 1:
    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    Veteran
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.
    Graveyard Card 2:
    Madness Mist Trap
    CotCT
    Barrier 3
    Traits:
    Cache
    Lock
    Magic
    Trap
    To Defeat:
    Disable 8
    OR Fortitude 10
    If defeated, draw a new spell or item.
    If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.
    Graveyard Card 3:
    Wood Golem
    Core
    Monster 3
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 18
    Immune to Attack, Cold, Mental, and Poison.
    Vulnerable to Fire.
    If the check to defeat has the Fire trait, ignore this monster's immunities.
    Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.
    Graveyard Card 4:
    Manananggal
    CotCT
    Monster 5
    Traits:
    Undead
    To Defeat:
    Combat 20
    THEN Combat 20
    Immune to Mental and Poison.
    Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
    If undefeated, suffer the scourge Drained.
    Graveyard Card 5:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Graveyard Card 6:
    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.
    Graveyard Card 7:
    Mantle of Life
    CotCT
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Divine
    Fortitude 13
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
    Graveyard Card 8:
    Bearskin Armor
    CotCT
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
    Graveyard Card 9:
    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.
    Graveyard Card 10:
    Dybbuk
    CotCT
    Monster 5
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 22
    Immune to Mental and Poison.
    Resistant to Attack.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, choose them randomly.
    Graveyard Card 11:
    Wounding Spear-axe
    CotCT
    Weapon 3
    Traits:
    2-Handed
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
    After playing this weapon, you may not play an Offhand boon this encounter.


    Female Human | My Deck Handler Psychic / Arcane+Occultist+Ranged (12789-1020)

    Out of Turn Updates: None
    Turn Order: Rivani/Zalarian, Ramexes/Gimry, Ranzak/Iceman91, Adowyn/skizzerz
    if random character, using Self as #1

    Turn - Hour: 12 - Prayer
    Hour Rules: None

    SOT: None
    Give Card: None

    Second Sight:
    During your move step, instead of moving or after moving, you may examine the top card or the top 3 cards of your location deck, then you may shuffle the deck.

    Move Step: stay at Loc#2 Graveyard
    examine top 3 cards of location deck
    Graveyard Card 1 (Ash Giant Zombie)
    Graveyard Card 2 (Sayona)
    Graveyard Card 3: Henchman Proxy A1 - Wraith

    Location Powers: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.

    Send Clairvoyance to recovery and reverse order with wraith on top

    Wraith:

    Story Bane
    Type: Monster
    Traits: Incorporeal Undead Veteran Wraith
    To Defeat: Combat 13+## OR Divine 8+#
    Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. Damage suffered from this monster may not be reduced. If undefeated, suffer the scourge Drained.


    Wraith Difficulty: 1d6 ⇒ 1
    Will send life drain to recovery, discard acid burst to add a d4 and have check blessed by Ramexes

    Arcane INT Check DC 13+10+1=24: 1d12 + 6 + 2d4 + 1d4 + 1d12 ⇒ (1) + 6 + (4, 4) + (2) + (12) = 29 Success; heal 1
    Rivani (Phrenic Master) is healed for 1: (The Locksmith). Deck shuffled.
    Attempt to close

    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 recharge Fortune-teller to use knowledge and reveal vindicator
    INT Knowledge Perception Check DC 9: 1d12 + 6 + 1d10 + 1 ⇒ (4) + 6 + (8) + 1 = 19 Success

    Ask Adowyn to do 2nd check with bow and bracers
    Adowyn Dexterity Ranged Check DC 11+5=16: 1d10 + 9 + 1d6 ⇒ (8) + 9 + (1) = 18 Success; graveyard is closed
    Random Undead wandering: 1d3 ⇒ 2 Loc#4 Graveyard
    Adowyn moves to Loc#5 Graveyard
    Will move to Base and do free explore drawing Pathfinder Chronicler and healing 1
    Rivani (Phrenic Master) is healed for 1: (The First). Deck shuffled.
    Rivani will send fly to recovery examining last 2 graveyards
    Loc#5 Graveyard Card 1: Ogre
    Random Loc#4 Card (7 is random undead): 1d7 ⇒ 4
    Loc#4 Graveyard Card 4: Mandraivus
    Move self to Trail so don't need to do unpleasant things eot

    Rivani Ends her turn

    Reminder of Scenario changes:

    Harrow Suit: Stars

    Base Powers:
    After you use the Base's power to recharge cards, you may move or shuffle your deck.
    When you close a location and move to the Base, you may immediately explore it once.

    Shared Tracker (Hands/Loot/Supporters)

    During This Scenario: Setup Build a number of Graveyard locations equal to the number of characters.

    During This Scenario: While a blessing is not displayed next to your location, the Perils wildcard Unhallowed and the Onslaughts wildcard Withering apply to you and your location may not be closed.

    Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
    Withering: At the end of your turn, bury a random card from your discards.

    When you defeat a monster from location, if a blessing is not displayed next to your location, you may summon and encounter a blessing. If you acquire it, display it next to your location. If you do not acquire it, you may shuffle the monster back into its location.

    When you close your location, discard any blessings displayed next to it.

    Wildcards
    Hazardous:When building the locations, add 6 barriers, distributed as evenly as possible.The graveyard itself is suffused with negative energy. The ground seeks to envelope you in fresh dirt and decay.
    Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6. The spirits grow even stronger!

    Rivani attempts to recover all cards in her Recovery pile.
    Clairvoyance: Arcane 11: 1d12 + 6 ⇒ (12) + 6 = 18 -> Clairvoyance recharged .
    Life Drain: Arcane 9: 1d12 + 6 ⇒ (11) + 6 = 17 -> Life Drain recharged .
    Fly#Core: Arcane 10: 1d12 + 6 ⇒ (2) + 6 = 8 -> Fly#Core discarded.

    Rivani resets her hand.

    "

    Rivani (Phrenic Master) wrote:

    Hand: Vindicator, Fate-reader Lenses, Leech, The First, Fortune-teller, Vampiric Touch, The Locksmith, Lightning Bolt,

    Displayed: Infernal Healing, False Life,
    Deck: 6 Discard: 2 Buried: 4
    Hero Points: 2
    reroll last used: 6-5A / Hero Point: 6-5A
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move order preference: Library, Manor, Laboratory, Dungeons, Repository, Blood Pool
    Other: Upgrade List: Spell 3 (Chain Lightning)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Zellara's Harrow Deck, Dust of Revealing, The Peacock, Bound Imp
    Recharged: Clairvoyance, Life Drain,
    Discard Pile: Acid Burst, Fly#Core,
    Buried Pile: Blessing of the Sages, BotA, Deathbane Throwing Axe, The Foreign Trader,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Arcane: Intelligence +2
    Knowledge: Intelligence +2
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    -Ranged: Knowledge (with recharge)
    -Perception: Knowledge (with recharge)
    -Acrobatics: Knowledge (with recharge)
    -Craft: Knowledge (with recharge)
    -Disable: Knowledge (with recharge)

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    Mental
    POWERS:
    For your Perception or Ranged (☑ or Acrobatics, Craft or Disable) check, you may recharge a card to use your Knowledge skill instead.
    You may discard (☐ or recharge) a spell (☐ or a boon) to add 1d4 to your Arcane check. ( or to evade a barrier you encounter) (☐ or to evade a boon you encounter, then
    you may explore again).
    ☑ During your move step, instead of moving (☑ or after your move), you may examine the top card (☑ or top 3 cards) of your location deck, then you may shuffle the deck.
    ☑ When you would discard cards as damage, you may recharge up to 2 (☐ 4) of those cards instead.

    "

    [u]Summary[/u]
    Current Location: Trail
    Acquired: None
    Banished: all cards at Loc#2 Graveyard (location closed)
    Examined: Loc#5 Graveyard Card 1: Ogre
    Loc#4 Graveyard Card 4: Mandraivus (Top card)

    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: Ramexes Blessing of the Gods
    Actions needed by other Player(s): Loc#4 Graveyard has a random undead monster shuffled there
    Adowyn moves to Loc#5 Graveyard


    Ramexes Deck Handler STR d8 (+2) (Melee +3) | DEX d6 | CON d8 | INT d6 | WIS d4 | CHA d10 (+4) (Divine +1) (Diplomacy +2)

    OFF-TURN ACTIONS:
    Discard BoGods for Rivani

    ========================
    Ramexes starts his turn.
    Hour: Benefaction
    Hour Power:No effect.
    Location: Graveyard
    Location Power:Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    During This Adventure:
    Scenario Powers:

  • While a blessing is not displayed next to your location, the Perils wildcard Unhallowed and the Onslaughts wildcard Withering apply to you and your location may not be closed.
  • Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
  • Withering: At the end of your turn, bury a random card from your discards.
  • When you defeat a monster from location, if a blessing is not displayed next to your location, you may summon and encounter a blessing. If you acquire it, display it next to your location. If you do not acquire it, you may shuffle the monster back into its location.
  • When you close your location, discard any blessings displayed next to it.
  • Wildcards
  • Hazardous:When building the locations, add 6 barriers, distributed as evenly as possible.The graveyard itself is suffused with negative energy. The ground seeks to envelope you in fresh dirt and decay.
  • Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6. The spirits grow even stronger!

    Card 4 is top card

    Mandraivus:

    CotCT
    Story Bane 5
    Type: Monster
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 23
    OR Divine 13
    Immune to Mental and Poison.
    If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated.
    Damage suffered from this monster cannot be reduced.
    After acting, suffer the scourge Drained.

    Harrow: 1d6 ⇒ 2

    Combat 25(23+2): 1d8 + 5 + 1d10 + 1d4 + 1d8 + 1 + 1d6 + 1 ⇒ (3) + 5 + (7) + (2) + (5) + 1 + (6) + 1 = 30

    Roll Details:

    Combat(Melee) - 1d8+5
    Shock Glaive(Elec) - 1d10+1d4
    Touch of Flame - 1d8+1
    Trap - 1d6+1

    Reveal Major Cure for Touch of Flame
    Check has Magic Trait
    AYA - Suffer Drained

    Zombie Minions:

    Story Bane
    Type: Monster
    Traits: Undead Zombie Veteran
    To Defeat: Combat 9 THEN Combat 11+#
    Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.

    Combat 9: 1d8 + 5 + 1d10 + 1d4 + 1d8 + 1 - 4 ⇒ (2) + 5 + (3) + (4) + (5) + 1 - 4 = 16

    Roll Details:

    Combat(Melee) - 1d8+5
    Shock Glaive(Elec) - 1d10+1d4
    Touch of Flame - 1d8+1
    Drained - -4

    Reveal Major Cure for Touch of Flame

    Combat 16(11+5): 1d8 + 5 + 1d10 + 1d4 + 1d8 + 1 - 4 ⇒ (8) + 5 + (6) + (2) + (6) + 1 - 4 = 24

    Roll Details:

    Combat(Melee) - 1d8+5
    Shock Glaive(Elec) - 1d10+1d4
    Touch of Flame - 1d8+1
    Drained - -4

    Reveal Major Cure for Touch of Flame

    Discard Nethys Duality

    New Monster - 1d2 ⇒ 1 Trail gets new monster

    Graveyard #4 closed. Move to Base and Grab Boors. Stay there and remove Drained

    Use Boors immediately
    Horrorbane Heavy Pick - Melee
    Deathbane Sling - Ranged
    Banish the Sling, keep the pick

    With Rivani's warning, I call out to Ranzak to back me up as we take down the Mandraivus. The wily goblin leads the undead right into one of his goblin contraptions while I take down the undead and the horde of zombies that followed.
    "Ranzak?"

    As I stand over the bodies, I look around for Ranzak, but he's nowhere to be found. At least he does lay a mean trap down, but always seems to miss out on the fights.

    Feeling drained a weary from the fight, I head over to base to take a break. While there, Boors brings over a rather nice pick.

    "Just got this in today." He informs me. "Take it"

    I thank him profusely, but decide I'm not quite ready to leave the base just yet.

    "

    Ramexes wrote:

    Hand: Shock Glaive, Horrorbane Heavy Pick, Major Cure, Clib (Clockwork Librarian), Lyrune-Qua Truthspeaker,

    Displayed: Magic Leather Armor, Corpse Plate,
    Deck: 11 Discard: 3 Buried: 3
    Current Location: Base
    Hero Points: 0
    NOTES:
    Other: Paizo reroll used for scenario 6-5B?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Aqueous Orb, Regill (Hellknight of the Nail), Staff of Minor Healing, Giantbane Greataxe, The Tangled Briar, Divine Insight, The Healing Light, Wand of Restorative Touch, Abadar's Law, Gorum's Iron, Thundering Earthbreaker
    Recharged:
    Discard Pile: Heat Metal, Blessing of the Gods, Nethys's Duality,
    Buried Pile: Our Lord In Iron, Flamer (Druid of the Flame), Boors,

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

    Favored Card: Weapons
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
    Proficiencies:
    Weapons
    POWERS:
    When you defeat a monster, you may examine the top card (☑ or top 2 cards) of your location deck.
    You may recharge (☑ or reveal) a card that has the Divine trait to add 1d8 (☑ +1 ) and the Fire (☑ or Acid or Poison) trait to your combat check.
    You may bury an ally from your discard pile to explore your location.
    ☑ When you discard a weapon for its power, you may first recharge a random card from your discards.
    ☑ When you close a location and move to the Base, you may immediately explore it once. (YoRR)
    ☑ After you use the Base's power to recharge cards, you may move or shuffle your deck. (YoRR)

    "

    End of Turn Summary
    Closed Graveyard #4
    Moved to the base and acquired Boors
    Used Random Weapons 1 and 2


  • Ramexes Deck Handler STR d8 (+2) (Melee +3) | DEX d6 | CON d8 | INT d6 | WIS d4 | CHA d10 (+4) (Divine +1) (Diplomacy +2)

    So Mandraivus needs Blessed AND Magic to defeat, so I will use Adowyn's Gozreh to bless


    During This Adventure:

    Spoiler:

    At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventures harrow suit as being level #.
    Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)

    When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

    Start with all level 0, 1, 2, 3, 4, and 5 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, and 2 non-Veteran banes and you may remove any Level 0, 1, and 2 non-Veteran, non-blessing boons.

    Harrow Suit: Stars

    Base Powers:
    After you use the Base's power to recharge cards, you may move or shuffle your deck.
    When you close a location and move to the Base, you may immediately explore it once.

    Shared Tracker (Hands/Loot/Supporters)

    During This Scenario: Setup Build a number of Graveyard locations equal to the number of characters.

    During This Scenario: While a blessing is not displayed next to your location, the Perils wildcard Unhallowed and the Onslaughts wildcard Withering apply to you and your location may not be closed.

    Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
    Withering: At the end of your turn, bury a random card from your discards.

    When you defeat a monster from location, if a blessing is not displayed next to your location, you may summon and encounter a blessing. If you acquire it, display it next to your location. If you do not acquire it, you may shuffle the monster back into its location.

    When you close your location, discard any blessings displayed next to it.

    Wildcards
    Hazardous:When building the locations, add 6 barriers, distributed as evenly as possible.The graveyard itself is suffused with negative energy. The ground seeks to envelope you in fresh dirt and decay.
    Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6. The spirits grow even stronger!

    Additional Rules: Story Banes

    Danger: Ancient Skeleton, Wight, Wraith
    Villain: None
    Henchmen (Closing): Mithrodar the Chained, Danse Macabre, Mandraivus, Wraith (Henchman Proxy A)

    Ancient Skeleton:

    Story Bane
    Type: Monster
    Traits: Skeleton Undead Veteran
    To Defeat: Combat 11+##
    Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.

    Wight:

    Story Bane
    Type: Monster
    Traits: Undead Wight Veteran
    To Defeat: Knowledge 6+# OR Combat 10+##
    Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.

    Wraith:

    Story Bane
    Type: Monster
    Traits: Incorporeal Undead Veteran Wraith
    To Defeat: Combat 13+## OR Divine 8+#
    Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. Damage suffered from this monster may not be reduced. If undefeated, suffer the scourge Drained.

    Mithrodar the Chained:

    Story Bane
    Type: Monster
    Traits: Incorporeal Undead
    To Defeat: Combat 26 OR Divine 13
    Immune to Mental and Poison. Before acting, each local character must succeed at a Charisma 6 check or suffer 1d6 Mental damage that cannot be reduced. If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated.

    Danse Macabre:

    Story Bane
    Type: Barrier
    Traits: Skirmish Undead
    To Defeat: Combat 28 OR Dexterity Acrobatics Wisdom 11
    Immune to Cold, Mental, and Poison. Resistant to Attack. Before acting, each character draws a random card from the hand of the character to the left, then either summons and encounters the story bane Wraith or buries a random card. If undefeated, suffer the scourges Drained and Exhausted.

    Mandraivus:

    Story Bane
    Type: Monster
    Traits: Incorporeal Undead
    To Defeat: Combat 23 OR Divine 13
    Immune to Mental and Poison. If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated. Damage suffered from this monster cannot be reduced. After acting, suffer the scourge Drained.

    Zombie Minions:

    Story Bane
    Type: Monster
    Traits: Undead Zombie Veteran
    To Defeat: Combat 9 THEN Combat 11+#
    Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.

    Scenario Level (#): 5

    Turn: 14, Ranzak/Iceman91

    Random Cards:

    Monsters
    Spoiler:
    Corpse Lotus
    CotCT
    Monster 5
    Traits:
    Plant
    Veteran
    To Defeat:
    Combat 22
    Immune to Mental and Poison.
    Resistant to Acid and Electricity.
    If you are at a Wild location, the difficulty to defeat is increased by #.
    If undefeated, each local character suffers the scourge Entangled.

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

    Spoiler:
    Bloodbug Swarm
    CotCT
    Monster 4
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 10
    THEN Combat 11
    THEN Combat 12
    Vulnerable to Attack.
    If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.

    Spoiler:
    Ghast
    Core
    Monster 3
    Traits:
    Ghoul
    Undead
    Veteran
    To Defeat:
    Combat 13+##
    Immune to Mental and Poison.
    Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
    If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.

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

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

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

    Spoiler:
    Wall of Lightning
    Core
    Barrier 3
    Traits:
    Construct
    Electricity
    Elemental
    Obstacle
    To Defeat:
    Dexterity
    Constitution
    Acrobatics
    Fortitude 10
    After acting, suffer 1d4+1 Electricity damage.
    If undefeated, reload this barrier into its location.

    Spoiler:
    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:
    Warband
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    Trigger
    To Defeat:
    None 0
    When examined, succeed at a Stealth 7+# check or encounter this barrier.
    Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.

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

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

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

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

    Spoiler:
    Thundering Earthbreaker
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Bludgeoning
    Hammer
    Magic
    Melee
    Respect
    To Acquire:
    Strength
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, reload to add 1d12.
    After playing this weapon, you may not play an Offhand boon this encounter.

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

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


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

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


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

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


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

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


    Spoiler:
    Scrying
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    OR Wisdom
    Divine 13
    Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
    Shuffle the location, then reload any set-aside cards into the location in any order.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 16 or Divine 15 check to recharge it instead.


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

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

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

    Spoiler:
    Stone-shard Breastplate
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.
    * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.

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

    Items
    Spoiler:
    Ring of Immolation
    CotCT
    Item 5
    Traits:
    Accessory
    Fire
    Magic
    Veteran
    To Acquire:
    Constitution
    Fortitude 8
    OR Intelligence
    Arcane 9
    When you suffer Cold damage, freely reveal to reduce it by 4.
    On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.

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

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    The First
    Core
    Blessing 3
    Traits:
    Deity: Asmodeus
    Divine
    When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
    Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.

    Spoiler:
    The Healing Light
    Core
    Blessing 3
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: Characters cannot suffer scourges.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless. If the character succeeds at the check, heal them for a card.
    Discard to explore. This exploration, if you succeed at your first check, you may heal a card.

    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: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.

    Current Hour:

    The Vision:
    The Vision
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
    To Acquire:
    Intelligence
    Arcane 4+#
    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.

    Hours Remaining: 16

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 1 Adowyn/skizzerz
    The Brass Dwarf
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
    To Acquire:
    Constitution
    Fortitude 4+#
    On any Constitution check, discard to bless twice.
    Discard to explore.
    Hourglass Card 2 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 2 Rivani/Zalarian
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.
    Hourglass Card 3 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 3 Ramexes/Gimry
    Grandmother Nightmare
    Core
    Blessing 3
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
    To Acquire:
    Intelligence
    Arcane
    Divine 8
    On any check, discard to bless.
    On a check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Hourglass Card 4 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 4 Ranzak/Iceman91
    Blackfingers
    Core
    Blessing 3
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
    To Acquire:
    Craft
    Divine
    Stealth 8
    On any check, discard to bless.
    On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
    Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
    Hourglass Card 5 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 5 Adowyn/skizzerz
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    Veteran
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Hourglass Card 6 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 6 Rivani/Zalarian
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    Veteran
    When this is the hour: You may avenge by discarding a card.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 7 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 7 Ramexes/Gimry
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    Veteran
    When this is the hour: After discarding any number of cards as damage, draw a card.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.
    Hourglass Card 8 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 8 Ranzak/Iceman91
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    Veteran
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Hourglass Card 9 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 9 Adowyn/skizzerz
    The Prince of Pain
    Core
    Blessing 3
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
    To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
    Hourglass Card 10 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 10 Rivani/Zalarian
    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 11 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 11 Ramexes/Gimry
    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.
    Hourglass Card 12 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 12 Ranzak/Iceman91
    The Liar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
    To Acquire:
    Charisma
    Knowledge 4+#
    On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
    Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
    Hourglass Card 13 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 13 Adowyn/skizzerz
    Lamashtu's Madness
    Core
    Blessing 2
    Traits:
    Deity: Lamashtu
    Divine
    Veteran
    When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1.
    To Acquire:
    Intelligence
    Arcane
    Divine 5+#
    On any check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Hourglass Card 14 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 14 Rivani/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 15 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 15 Ramexes/Gimry
    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 16 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 16 Ranzak/Iceman91
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    Veteran
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.

    Location #0: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 3
    Located/Displayed Here: Ramexes/Gimry, None

    Base Card 1 (Ketrik):
    Ketrik
    None
    Supporter 2
    Traits:
    Human
    Fighter
    Veteran
    Display. While displayed:
    • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
    • [] You may bury to draw 3 new armors, then banish 2 of them.
    If we move now, we might be able to get to them before their army can get to us.
    Base Card 2 (Pathfinder Bodyguard):
    Pathfinder Bodyguard
    None
    Supporter 0
    Traits:
    Human
    Fighter
    Display. While displayed:
    • When a local character suffers damage, you may bury to reduce it to 0.
    • [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
    Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.
    Base Card 3 (Moise):
    Moise
    None
    Supporter 2
    Traits:
    Human
    Hunter
    Display. While displayed:
    • You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
    • [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
    The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.

    Location #1: Trail
    Wild
    At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
    When Closing: Discard either a random card or a card matching your favored card.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Rivani/Zalarian, Benefaction Displayed;
    Mammoth, Brain Mold, Undead Monster
    Trail Card 1:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    Veteran
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Trail Card 2:
    Brain Mold
    CotCT
    Barrier 4
    Traits:
    Obstacle
    Plant
    To Defeat:
    Intelligence
    Knowledge 10
    OR Wisdom
    Survival 7
    Before acting, mark your location with the scourges Drained and Poisoned.
    If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
    If undefeated, display this barrier at your location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When this location is closed, banish this barrier.
    Trail Card 3:
    Mammoth
    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 18
    OR Survival 9
    Before acting, each local character suffers 1 Combat damage.

    Location #5: Graveyard
    Sacred
    Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M: 4 Ba: 3 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Ranzak/Iceman91, Adowyn/skizzerz, None
    Graveyard Card 1 (Ogre):
    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    Veteran
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.
    Graveyard Card 2:
    Madness Mist Trap
    CotCT
    Barrier 3
    Traits:
    Cache
    Lock
    Magic
    Trap
    To Defeat:
    Disable 8
    OR Fortitude 10
    If defeated, draw a new spell or item.
    If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.
    Graveyard Card 3:
    Wood Golem
    Core
    Monster 3
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 18
    Immune to Attack, Cold, Mental, and Poison.
    Vulnerable to Fire.
    If the check to defeat has the Fire trait, ignore this monster's immunities.
    Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.
    Graveyard Card 4:
    Manananggal
    CotCT
    Monster 5
    Traits:
    Undead
    To Defeat:
    Combat 20
    THEN Combat 20
    Immune to Mental and Poison.
    Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
    If undefeated, suffer the scourge Drained.
    Graveyard Card 5:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Graveyard Card 6:
    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.
    Graveyard Card 7:
    Mantle of Life
    CotCT
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Divine
    Fortitude 13
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
    Graveyard Card 8:
    Bearskin Armor
    CotCT
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
    Graveyard Card 9:
    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.
    Graveyard Card 10:
    Dybbuk
    CotCT
    Monster 5
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 22
    Immune to Mental and Poison.
    Resistant to Attack.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, choose them randomly.
    Graveyard Card 11:
    Wounding Spear-axe
    CotCT
    Weapon 3
    Traits:
    2-Handed
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
    After playing this weapon, you may not play an Offhand boon this encounter.


    Deck Handler

    Off-turn: recharge Blessing of the Quartermaster for Adowyn
    Move to last Graveyard on Ramexes's turn

    Ranzak's turn
    Hour of The Vision
    At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.

    SoT: examine Ogre
    Ring of Regeneration recharges Chakram.

    Give Ring of Regeneration to Adowyn (spread some healing around)

    Free explore of Graveyard #1: Ogre
    BA: Draw Angelic Armor to reduce to 0.
    Adowyn suffers 1 combat damage

    CtD: Reveal Venomous Dagger, discard bury Master of Masters
    Combat 12+5+5=22: 1d10 + 4 + 1d4 + 2 + 2d10 ⇒ (9) + 4 + (4) + 2 + (8, 9) = 36 Success

    Summon and encounter Abadar's Law
    Reveal Wadjet, cannot fail Disable 9 with three dice +7 - acquired and displayed

    Ranzak!: 1d6 ⇒ 4

    Bonus explore of #2: Madness Mist Trap
    Recharge Gem of Physical Prowess
    Disable 8: 1d12 + 4 ⇒ (12) + 4 = 16 Success
    Draw a new item - Ring of Immolation (level 5!)
    Add a Trap counter

    Display Angelic Armor

    Discard Cerulean Mastermind to explore #3: Wood Golem
    BA Fort 6: 1d12 + 1 ⇒ (6) + 1 = 7 Success

    Reveal Venomous Dagger (to use Stealth), trigger Mastermind (since using Stealth), trigger Trap, guess I don't need to recharge the Ring (tho adding d8 +9 would be auto-success, heh)
    Combat 18: 1d10 + 4 + 1d4 + 2 + 1d10 + 1d6 + 1 ⇒ (5) + 4 + (1) + 2 + (10) + (2) + 1 = 25 Success

    Recharge Staff of Minor Healing to heal Adowyn one card.
    End turn

    Ranzak wrote:

    Hand: Venomous Dagger, Limning Starknife, Totem Klar, Embalming Fluid, Ring of Immolation, Orison, Blessing of the Quartermaster 1, Blessing of Wadjet,

    Displayed: Angelic Armor,
    Deck: 10 Discard: 1 Buried: 3
    Hero Points: 1
    Used Accessory re-roll: Y
    NOTES:
    Available Support: Daggers and Blessings are available
    Other: Will attempt to acquire any boon others fail to acquire (if it's straightforward, feel free to bot).

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Hippogriff Fledgling, Fate-reader Lenses, Steel Ibis Lamellar, Boots of Alacrity
    Recharged: Thieves' Tools (Core), Forensic Physician, Blessing of the Quartermaster 2, Galvanic Chakram +1, Gem of Physical Prowess (Core), Staff of Minor Healing (Core),
    Discard Pile: Cerulean Mastermind,
    Buried Pile: Corrosion, Blessing of the Savored Sting, Master of Masters,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2 ☐ +3
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3
    Disable: Dex +1
    Stealth: Dex +1
    Constitution d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Fortitude: Con +1
    Intelligence d4
    Wisdom d4 ☐ +1 ☐ +2 ☐ +3
    Survival: Wis +3
    Charisma d6 ☑ +1 ☐ +2

    Favored Card: None
    Hand Size: 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
    Proficiencies:
    Weapons
    POWERS:
    If there is another local character, you may evade a bane; a random other local character encounters it instead.
    On your check to acquire a boon, add 1d4 (☑ +1) (☑ +3).
    When you acquire a boon on your turn, you may roll 1d6; on a (☑ 3,) 4, 5, or 6, explore your location.
    ☑ If another local character fails to acquire a boon, you may attempt a check to acquire it.
    ☐ When you close or guard your location, draw a new plunder card.
    ☐ You may discard a card from the hourglass to explore your location.
    When you defeat a barrier, you may mark your location to represent setting a trap. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.


    Deck Handler // Tier 6.2 // 0 Hero Points // Looking for Item 6 > Armor 5 > Ally 6 > Armor 6

    Off-turn: bury Blessing of Gozreh, receive Ring of Regeneration, discard Fox to damage, get healed one card (Blessing of the Ancients). Also on Ranzaks, turn, play Cure on myself, healing 1d4 + 1 ⇒ (1) + 1 = 2 cards (Headband of the Wolf, Balmberry). Attempt to recover Cure. Divine 8: 1d8 + 5 ⇒ (2) + 5 = 7 Discarded.

    Hour of The Brass Dwarf (Shields). Start of turn, Ring of Regeneration recharges Fox from discards. Start of turn examine top of location: Manananggal. Explore.

    Loc #5 Graveyard Card 4: Manananggal. Harrow is Stars so Hour is not Harrow, BA encounter a Diplomacy ally: Cerulean Mastermind. Character power adds 1d6. Charisma 12: 2d6 ⇒ (4, 4) = 8 Nope, Ranzak gets a shot at it now (botting). Ranzak reveals Wadjet. My character power adds 1d6 to Ranzak's check. Stealth 12: 1d10 + 4 + 1d4 + 3 + 1d4 + 1d6 ⇒ (2) + 4 + (4) + 3 + (1) + (3) = 17 Success, Ranzak acquires Cerulean Mastermind.

    For the first combat, reveal Thorn Bow and Archer's Bracers. Character power adds 1d6. Rivani freely recharges The First. Combat 20: 2d10 + 1d6 + 7 + 2 + 1d6 ⇒ (4, 5) + (3) + 7 + 2 + (1) = 22 For the second combat, reveal Thorn Bow and Archer's Bracers. Character Power adds 1d6. Ranzak freely recharges Limning Starknife. Combat 20: 1d10 + 1d6 + 7 + 2 + 1d6 + 1d4 + 1 ⇒ (6) + (5) + 7 + 2 + (6) + (2) + 1 = 29 Defeated. For defeating a monster, examine top card of deck: Nirmathas Longbow. Not an Animal, so it stays on top.

    End of turn, reveal Ring of Regeneration to recharge The Lost from discards.

    Adowyn wrote:

    Hand: Nirmathas Longbow, Ring of Regeneration, Archer's Bracers, Thorn Bow, Balmberry, Hatchetbird,

    Displayed: Leryn (Cohort), Jayna Lemore,
    Deck: 11 Discard: 2 Buried: 3
    Current Location: Graveyard #5
    Hero Points: 1
    6-5B Playmat: available
    6-5B Reroll: used
    NOTES:
    Available Support: Use anything marked feel free to use without asking.
    Feel free to use:
    - Nirmathas Longbow: On a distant combat check, freely discard to add 1d4.
    - Jayna Lemore: On any combat check, after the roll, bury to add 1d6 and the Magic trait
    Ask in Discord before using:
    - N/A
    Movement: N/A

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Ancients 1, Headband of the Wolf, Leryn (Ally), Snakebite Dagger, Aspect of the Wolf, Snow Leopard, Efficient Quiver, Mammoth Hide Armor, Major Cure
    Recharged: Fox, The Lost,
    Discard Pile: Cure, Marksman's Bow,
    Buried Pile: Headband of Mental Superiority, Blessing of Erastil, Blessing of Gozreh,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Ranged: Dexterity +3
    Disable: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Divine: Wisdom +2
    Survival: Wisdom +2
    Perception: Wisdom +2 (while Leryn is displayed)
    Charisma d6 ☐ +1 ☐ +2
    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Weapons, Divine
    POWERS:
    After you defeat a monster (☐ or a barrier), you may examine the top card of your deck; if it has the Animal trait (☐ or is a weapon), you may draw it. (☐ Then you may recharge the top card of your deck.)
    You may recharge a card to evade a bane you encounter (☐ or discard a card to allow another character at your location to do so). Then you may examine the top card of your location deck (☑ and you may put it under the top card of that deck).
    ☑ Add 1d6 to the first check of your turn (☑ and to all checks during the first exploration of your turn).
    ☑ When you encounter a barrier, you may draw a card.
    ☑ You gain the skill Disable: Dexterity +2.
    ☐ You gain the skill Stealth: Dexterity +2.

    Rivani recharges The First
    Ranzak recharges Limning Starknife
    Ranzak acquires Cerulean Mastermind
    Loc #5 Graveyard 4 banished


    Female Human | My Deck Handler Psychic / Arcane+Occultist+Ranged (12789-1020)

    Out of Turn Updates: Recharge The First
    Turn Order: Rivani/Zalarian, Ramexes/Gimry, Ranzak/Iceman91, Adowyn/skizzerz
    if random character, using Self as #1

    Turn - Hour: 14 - Hourglass Card 2 Rivani/Zalarian The Idiot
    Hour Rules: When you fail a check, suffer the scourge Drained.

    SOT: None
    Give Card: None

    Second Sight:
    During your move step, instead of moving or after moving, you may examine the top card or the top 3 cards of your location deck, then you may shuffle the deck.

    Move Step: The Trail -> Loc#5 Graveyard
    examine top 3 cards of location deck
    Graveyard Card 5:Henchman Proxy A2
    Graveyard Card 6: Flanking Attack
    Graveyard Card 7: Mantle of Life

    Location Powers: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.

    Will discard fate-reader lens to put Mantle of Life on top followed by henchman
    Explore: Graveyard Card 7: Mantle of Life

    Mantle of Life:

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

    Constitution Check DC 13: 1d6 ⇒ 5 No Success become drained; will bot Ranzak getting it discarding Blessing of Wadjet (since we shouldn't be getting more boons now)

    Ranzak getting armor: 1d12 + 1 + 2d8 + 1d4 + 3 ⇒ (7) + 1 + (8, 5) + (4) + 3 = 28 acquired..will display

    Will recharge leech to try and heal
    Random Roll: 1d4 - 1 ⇒ (2) - 1 = 1
    Rivani (Phrenic Master) is healed for 1: (Acid Burst). Deck shuffled.

    Will discard Fortune-teller to examine henchman and explore

    Wraith:

    Story Bane
    Type: Monster
    Traits: Incorporeal Undead Veteran Wraith
    To Defeat: Combat 13+## OR Divine 8+#
    Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. Damage suffered from this monster may not be reduced. If undefeated, suffer the scourge Drained.

    Will use Lightning Bolt, Ranzak draws Mantle of Life to add 1d6 and I Bless with the Locksmith

    wildcard Penalty: 1d6 ⇒ 2
    Arcane INT Check DC 13+10+2=25: 1d12 + 6 + 3d6 + 1d6 + 1d12 - 5 ⇒ (12) + 6 + (5, 3, 6) + (6) + (5) - 5 = 38 Success; now attempt to close encountering Zombie Minion

    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 Vampiric Touch for 1st one
    Arcane INT Check DC 9: 1d12 + 6 + 2d6 - 3 ⇒ (7) + 6 + (4, 3) - 3 = 17 Success; heal 1
    Rivani (Phrenic Master) is healed for 1: (Fortune-teller). Deck shuffled.

    Ask Adowyn to do 2nd check with bow and bracers and orison blessing from Ranzak
    Adowyn Dexterity Ranged Check DC 11+5=16: 1d10 + 9 + 1d6 + 1d10 ⇒ (2) + 9 + (4) + (10) = 25 2nd successful
    assume everyone moves to trail due to penalty

    blessing (Abadar's Law) at location discarded into my discard pile; also M4 (Ghast) is first undead from random and is shuffled into Trail

    Rivani Ends her turn; withering buries fly

    Reminder of Scenario changes:

    Harrow Suit: Stars

    Base Powers:
    After you use the Base's power to recharge cards, you may move or shuffle your deck.
    When you close a location and move to the Base, you may immediately explore it once.

    Shared Tracker (Hands/Loot/Supporters)

    During This Scenario: Setup Build a number of Graveyard locations equal to the number of characters.

    During This Scenario: While a blessing is not displayed next to your location, the Perils wildcard Unhallowed and the Onslaughts wildcard Withering apply to you and your location may not be closed.

    Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
    Withering: At the end of your turn, bury a random card from your discards.

    When you defeat a monster from location, if a blessing is not displayed next to your location, you may summon and encounter a blessing. If you acquire it, display it next to your location. If you do not acquire it, you may shuffle the monster back into its location.

    When you close your location, discard any blessings displayed next to it.

    Wildcards
    Hazardous:When building the locations, add 6 barriers, distributed as evenly as possible.The graveyard itself is suffused with negative energy. The ground seeks to envelope you in fresh dirt and decay.
    Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6. The spirits grow even stronger!

    Rivani attempts to recover all cards in her Recovery pile.
    Lightning Bolt: Arcane 10: 1d12 + 6 - 1 ⇒ (2) + 6 - 1 = 7 -> Lightning Bolt discarded .
    Vampiric Touch: Arcane 11: 1d12 + 6 - 1 ⇒ (4) + 6 - 1 = 9 -> Vampiric Touch discarded.

    Rivani resets her hand.

    "

    Rivani (Phrenic Master) wrote:

    Hand: Vindicator, The First, Clairvoyance, The Peacock, Dust of Revealing, Fortune-teller, Life Drain,

    Displayed: Infernal Healing, False Life, Pathfinder Chronicler,
    Deck: 3 Discard: 6 Buried: 5
    Hero Points: 2
    reroll last used: 6-5A / Hero Point: 6-5A // Rivani (Phrenic Master) has the following scourges marked:
    Drained:
    While Marked:
    On your checks, subtract 1 for each die rolled.

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


    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move order preference: Library, Manor, Laboratory, Dungeons, Repository, Blood Pool
    Other: Upgrade List: Spell 3 (Chain Lightning)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Leech, Acid Burst, Bound Imp
    Recharged:
    Discard Pile: The Owl, Fate-reader Lenses, The Locksmith, Abadar's Law, Vampiric Touch, Lightning Bolt,
    Buried Pile: Blessing of the Sages, BotA, Deathbane Throwing Axe, The Foreign Trader, Fly#Core,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Arcane: Intelligence +2
    Knowledge: Intelligence +2
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    -Ranged: Knowledge (with recharge)
    -Perception: Knowledge (with recharge)
    -Acrobatics: Knowledge (with recharge)
    -Craft: Knowledge (with recharge)
    -Disable: Knowledge (with recharge)

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    Mental
    POWERS:
    For your Perception or Ranged (☑ or Acrobatics, Craft or Disable) check, you may recharge a card to use your Knowledge skill instead.
    You may discard (☐ or recharge) a spell (☐ or a boon) to add 1d4 to your Arcane check. ( or to evade a barrier you encounter) (☐ or to evade a boon you encounter, then
    you may explore again).
    ☑ During your move step, instead of moving (☑ or after your move), you may examine the top card (☑ or top 3 cards) of your location deck, then you may shuffle the deck.
    ☑ When you would discard cards as damage, you may recharge up to 2 (☐ 4) of those cards instead.

    "

    [u]Summary[/u]
    Current Location: Trail
    Acquired: Mantle of Life; Abadar's Law
    Banished: all other cards at Graveyard (Location closed)
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: Ranzak's blessings (Wadjet and Orison) used
    Actions needed by other Player(s): everyone is at trail


    Female Human | My Deck Handler Psychic / Arcane+Occultist+Ranged (12789-1020)

    on Ramexes turn, will send Zellara's harrow deck to recovery to examine/reorder trail

    Trail cards Ghast is #4: 1d4 ⇒ 21d3 ⇒ 11d2 ⇒ 1
    Will put them back in following order:
    Trail Card 1: Skeleton
    Trail Card 3: Mammoth
    Trail Card 2: Brain Mold which makes Ghast currently bottom card


    Deck Handler

    Hand update after both of those turns.

    Ranzak wrote:

    Hand: Venomous Dagger, Totem Klar, Embalming Fluid, Ring of Immolation, Cerulean Mastermind 2, Blessing of the Quartermaster 1,

    Displayed: Angelic Armor, Mantle of Life,
    Deck: 11 Discard: 3 Buried: 3
    Hero Points: 1
    Used Accessory re-roll: Y
    NOTES:
    Available Support: Daggers and Blessings are available
    Other: Will attempt to acquire any boon others fail to acquire (if it's straightforward, feel free to bot).

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Steel Ibis Lamellar, Hippogriff Fledgling, Boots of Alacrity, Fate-reader Lenses
    Recharged: Thieves' Tools (Core), Forensic Physician, Blessing of the Quartermaster 2, Galvanic Chakram +1, Gem of Physical Prowess (Core), Staff of Minor Healing (Core), Limning Starknife,
    Discard Pile: Cerulean Mastermind, Blessing of Wadjet, Orison,
    Buried Pile: Corrosion, Blessing of the Savored Sting, Master of Masters,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2 ☐ +3
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3
    Disable: Dex +1
    Stealth: Dex +1
    Constitution d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Fortitude: Con +1
    Intelligence d4
    Wisdom d4 ☐ +1 ☐ +2 ☐ +3
    Survival: Wis +3
    Charisma d6 ☑ +1 ☐ +2

    Favored Card: None
    Hand Size: 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
    Proficiencies:
    Weapons
    POWERS:
    If there is another local character, you may evade a bane; a random other local character encounters it instead.
    On your check to acquire a boon, add 1d4 (☑ +1) (☑ +3).
    When you acquire a boon on your turn, you may roll 1d6; on a (☑ 3,) 4, 5, or 6, explore your location.
    ☑ If another local character fails to acquire a boon, you may attempt a check to acquire it.
    ☐ When you close or guard your location, draw a new plunder card.
    ☐ You may discard a card from the hourglass to explore your location.
    When you defeat a barrier, you may mark your location to represent setting a trap. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.


    Ramexes Deck Handler STR d8 (+2) (Melee +3) | DEX d6 | CON d8 | INT d6 | WIS d4 | CHA d10 (+4) (Divine +1) (Diplomacy +2)

    ========================
    Ramexes starts his turn.
    Hour: Grandmother Nightmare
    Hour Power:When you fail to acquire a boon, you may shuffle it and a new monster into its location.
    Location: Base
    Location Power:For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.

    During This Adventure:
    Scenario Powers:

  • While a blessing is not displayed next to your location, the Perils wildcard Unhallowed and the Onslaughts wildcard Withering apply to you and your location may not be closed.
  • Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
  • Withering: At the end of your turn, bury a random card from your discards.
  • When you defeat a monster from location, if a blessing is not displayed next to your location, you may summon and encounter a blessing. If you acquire it, display it next to your location. If you do not acquire it, you may shuffle the monster back into its location.
  • When you close your location, discard any blessings displayed next to it.
  • Wildcards
  • Hazardous:When building the locations, add 6 barriers, distributed as evenly as possible.The graveyard itself is suffused with negative energy. The ground seeks to envelope you in fresh dirt and decay.
  • Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6. The spirits grow even stronger!

    I was actually at the Base, not the Trail, but doesn't change anything

    Move to the Trail

    Skeleton:

    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    Veteran
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.

    Combat 20(10+5+5): 1d8 + 5 + 1d6 + 3 + 1d8 + 1d8 + 1 ⇒ (2) + 5 + (3) + 3 + (6) + (3) + 1 = 23

    Roll Details:

    Combat(Melee) - 1d8+5
    Horrorbane Heavy Pick - 1d6+3
    Discard - 1d8
    Touch of Flame - 1d8+1

    All 1 count as 6
    Reveal Major Cure for Touch of Flame
    Discarding a weapon lets me recharge a card: Heat Metal

    Defeating a monster lets me examine the top 2, but they're known - Mammoth/Brain Mold

    "

    Ramexes wrote:

    Hand: Shock Glaive, Major Cure, Clib (Clockwork Librarian), Lyrune-Qua Truthspeaker, The Tangled Briar,

    Displayed: Magic Leather Armor, Corpse Plate,
    Deck: 11 Discard: 2 Buried: 4
    Current Location: Trail
    Hero Points: 0
    NOTES:
    Other: Paizo reroll used for scenario 6-5B?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Healing Light, Wand of Restorative Touch, Regill (Hellknight of the Nail), Giantbane Greataxe, Staff of Minor Healing, Abadar's Law, Gorum's Iron, Divine Insight, Thundering Earthbreaker, Aqueous Orb
    Recharged: Heat Metal,
    Discard Pile: Nethys's Duality, Horrorbane Heavy Pick,
    Buried Pile: Our Lord In Iron, Flamer (Druid of the Flame), Boors, Blessing of the Gods,

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

    Favored Card: Weapons
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
    Proficiencies:
    Weapons
    POWERS:
    When you defeat a monster, you may examine the top card (☑ or top 2 cards) of your location deck.
    You may recharge (☑ or reveal) a card that has the Divine trait to add 1d8 (☑ +1 ) and the Fire (☑ or Acid or Poison) trait to your combat check.
    You may bury an ally from your discard pile to explore your location.
    ☑ When you discard a weapon for its power, you may first recharge a random card from your discards.
    ☑ When you close a location and move to the Base, you may immediately explore it once. (YoRR)
    ☑ After you use the Base's power to recharge cards, you may move or shuffle your deck. (YoRR)

    "

    End of Turn Summary
    Banished top card of Trail


  • Deck Handler

    Hour of Blackfingers
    On your check that invokes the Alchemical or Poison trait, add 1d4.

    Stay at Trail

    Rivani uses Dust of Revealing to examine Mammoth - Ranzak encounters it.
    BA: Draw Angelic Armor to absorb the damage.

    CtD: Recharge Cerulean Mastermind (burying Totem Klar) to add Rivani's Knowledge.
    Cannot fail Survival 9 w/ two dice +9
    (( Could've been Adowyn for +11 ;) ))

    Display Armor

    Rivani casts Clairvoyance to move Ghast to top.

    Free explore of Ghast

    Spoiler:
    Traits:
    Ghoul
    Undead
    Veteran
    To Defeat:
    Combat 13+##
    Immune to Mental and Poison.
    Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
    If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.

    BA: Rivani plays The Peacock
    Fort 6: 1d12 + 1 + 1d12 ⇒ (5) + 1 + (6) = 12 Success

    CtD: Reveal and recharge Dagger, reveal Embalming Fluid, trigger Hour, draw Mantle of Life, recharge Ring of Immolation
    Combat 13+5+5=23: 1d10 + 4 + 1d4 + 2 + 1d12 + 2 + 1d4 + 1d6 + 1d8 + 5 ⇒ (8) + 4 + (2) + 2 + (2) + 2 + (1) + (5) + (4) + 5 = 35 Success
    Embalming Fluid: Disable 7: 1d10 + 4 ⇒ (4) + 4 = 8 Success

    Discard Blessing to explore Brain Mold
    If it mattered, Chronicler could add d4 +5 to auto-succeed the Survival check

    Close location
    Discard Embalming Fluid

    We win!


    Scenario 6-5B: Race for the Cemetery
    Development:
    With one last bright blast of positive energy, the graveyard falls quiet once more. The only sound you hear is your panting as you attempt to regain your breath and recover from the battle you’ve just narrowly won. You’ve now laid hundreds of spirits to rest, but your job is far from done.

    You must get back to the city to warn anyone who will listen about the evil machinations that have been set in motion. This attack against the graveyard was just the first step in a larger plan, and only you have the power to stop that plan from coming to fruition.

    It won’t be easy to convince the townsfolk to lend you even a modicum of trust after the thorough smear campaign run against you by the late rakshasa. Best to start with a visit to the Countess to see if she can help rally the people against your common enemy.

    Rewards:

    Scenario: Loot: spell Steal Soul, weapon Ukwar Axe

    Steal Soul:

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

    Ukwar Axe:

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

    Character Advancement: Each character gains an experience point and a Hero Point.

    Upgrades:
    Cerulean Mastermind (Ally 3)
    Hippogriff Fledgling (Ally 4)
    Corpse Plate (Armor 3)
    Mantle of Life (Armor 5)
    Totem Klar (Armor 4)
    Benefaction (Blessing 0)
    The Owl (Blessing 5)
    The Tangled Briar (Blessing 1)
    Nethys's Duality (Blessing 1)
    The Locksmith (Blessing 1)
    Abadar's Law (Blessing 1)
    The Lost (Blessing 5)
    Orison (Blessing 0)
    Fate-reader Lenses (Item 3)
    Headband of Mental Superiority (Item 5)
    Ring of Immolation (Item 5)
    Horrorbane Heavy Pick (Weapon 5)
    Deathbane Throwing Axe (Weapon 5)

    Ally 43
    Armor 543
    Blessing 55111100
    Item 553
    Spell -
    Weapon 55


    Scenario 6-5C: Revisiting the Countess

    As you make your way back through the city toward the Countess’s manor, it’s clear that the townsfolk don’t seem especially grateful for the fact that you’ve just saved their graveyard from becoming a veritable font of vicious undead. In fact, they seem to range from suspicious to downright hostile as you pass them by. You hear some whisper about “outsiders” and “bad fortune.” Some don’t bother to whisper, cursing you loudly for bringing misfortune to the town.

    Small pockets of unrest have clearly continued to fester while you chased down the rakshasas. Bonfires are dotted throughout the city where looters and vandals have congregated to take advantage of the chaos. The smell of smoke hangs in the air.

    Finding your way through the beleaguered city takes you longer than it normally would. Throngs of unhappy citizens block some of the larger roadways, and they aren’t eager to let you pass. And ducking down back alleyways doesn’t work out particularly well: you have to avoid or encounter bandits and cutpurses lurking in the darkness pounce on the unwary who may attempt to take a shortcut around the mobs. After sneaking, talking, and fighting your way out of trouble on numerous occasions, you finally reach the Countess’s estate, and you breathe a sigh of relief as the doors close behind you.

    That relief doesn’t last for long. As you enter the Countess’ meeting chambers, you have just enough time to hear the rustling coming from the rafters before you see them descend upon you: more Red Mantis assassins! Only this time, they aren’t content to go after just you; they’re targeting the Countess too! Whoever is orchestrating this grand plan must have known you would go straight to her once you’d found Lupescinov’s evidence. You must not only save yourselves from harm but also protect Countess Solismina Venacdahlia from the nimble assassins closing in on all sides.


    Scenario 6-5C: Revisiting the Countess
    During this Adventure:

    Spoiler:

    At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventures harrow suit as being level #.
    Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)

    When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

    Start with all level 0, 1, 2, 3, 4, and 5 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, and 2 non-Veteran banes and you may remove any Level 0, 1, and 2 non-Veteran, non-blessing boons.

    Examined Harrow Blessing: The Fiend Harrow Suit: Hammers

    Base Powers: No base this scenario
    After you use the Base's power to recharge cards, you may move or shuffle your deck.
    When you close a location and move to the Base, you may immediately explore it once.

    Setup When building the locations, set aside the banes in a siege pile, then shuffle in a number of non-closing henchmen Red Mantis Assassins—Proxy A and Assassination Attempts—Proxy B equal to the number of characters.

    During This Scenario: When you would explore, instead encounter the top card of the siege pile as if it were the top card of your location. If it is not defeated, shuffle it into the siege pile.

    While using a power that examines cards, you may treat the siege pile as your location.

    When a bane is undefeated, banish the top card of your location and of an unoccupied location; when a location has no cards, it closes automatically.

    At the end of your move step, you may move to a random location; if you do not, banish the top card of that location.

    When the last location closes, you lose.

    To win, empty the siege pile.

    Wildcards
    Ablaze:At the end of your turn, suffer 1d4-2 Fire damage. The assassins have also set the Countess' chambers ablaze.
    Monstrous: When building the locations, add 6 monsters, distributed as evenly as possible. More than just assassins have been sent after the Countess.

    Story Banes

    Danger: Red Mantis Assassin
    Villain: None
    Henchmen (Closing): None

    Red Mantis Assassin:

    Story Bane
    Type: Monster
    Traits: Assassin Human Red Mantis Veteran
    To Defeat: Combat 10+##
    Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded.

    Assassination Attempt:

    Story Bane
    Type: Barrier
    Traits: Skirmish Red Mantis Veteran
    To Defeat: Combat 14+## OR Fortitude 5+#
    Before acting, a local character summons and encounters the story bane Red Mantis Assassin. If it is not defeated, this card is undefeated. If undefeated, bury either an armor or a Healing card, or banish the top 5 cards of the hourglass and bury your discards.


    Ramexes discards The Vision

    The Vision:

    CotCT Blessing 1
    Traits: Harrow Suit: Books Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it. To Acquire: Intelligence Arcane 4+#
    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3. Discard to examine the top card of up to 2 locations, then you may explore.

    Ranzak discards The Locksmith again!
    The Locksmith:

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


    During This Adventure:

    Spoiler:

    At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventures harrow suit as being level #.
    Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)

    When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

    Start with all level 0, 1, 2, 3, 4, and 5 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, and 2 non-Veteran banes and you may remove any Level 0, 1, and 2 non-Veteran, non-blessing boons.

    Harrow Suit: Hammers

    Base Powers: No base this scenario
    After you use the Base's power to recharge cards, you may move or shuffle your deck.
    When you close a location and move to the Base, you may immediately explore it once.

    Shared Tracker (Hands/Loot/Supporters)

    During This Scenario: Setup When building the locations, set aside the banes in a siege pile, then shuffle in a number of non-closing henchmen Red Mantis Assassins—Proxy A and Assassination Attempts—Proxy B equal to the number of characters.

    During This Scenario: When you would explore, instead encounter the top card of the siege pile as if it were the top card of your location. If it is not defeated, shuffle it into the siege pile.

    While using a power that examines cards, you may treat the siege pile as your location.

    When a bane is undefeated, banish the top card of your location and of an unoccupied location; when a location has no cards, it closes automatically.

    At the end of your move step, you may move to a random location; if you do not, banish the top card of that location.

    When the last location closes, you lose.

    To win, empty the siege pile.

    Wildcards
    Ablaze:At the end of your turn, suffer 1d4-2 Fire damage. The assassins have also set the Countess' chambers ablaze.
    Monstrous: When building the locations, add 6 monsters, distributed as evenly as possible. More than just assassins have been sent after the Countess.

    Additional Rules: Story Banes

    Danger: Red Mantis Assassin
    Villain: None
    Henchmen (Closing): None

    Red Mantis Assassin:

    Story Bane
    Type: Monster
    Traits: Assassin Human Red Mantis Veteran
    To Defeat: Combat 10+##
    Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded.

    Assassination Attempt:

    Story Bane
    Type: Barrier
    Traits: Skirmish Red Mantis Veteran
    To Defeat: Combat 14+## OR Fortitude 5+#
    Before acting, a local character summons and encounters the story bane Red Mantis Assassin. If it is not defeated, this card is undefeated. If undefeated, bury either an armor or a Healing card, or banish the top 5 cards of the hourglass and bury your discards.

    Scenario Level (#): 5

    Turn: 1, Adowyn/skizzerz

    Random Cards:

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

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

    Spoiler:
    Giant Anaconda
    CotCT
    Monster 3
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    Vulnerable to Cold.
    If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.

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

    Spoiler:
    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.

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

    Spoiler:
    Eternal Glyphs
    CotCT
    Barrier 4
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Knowledge 13
    OR Disable 12
    If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
    If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
    Then reload this barrier into its location.

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

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

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

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

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

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

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

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

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

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


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

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

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


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

    Armors
    Spoiler:
    Stone-shard Breastplate
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.
    * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.

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

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

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

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

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

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

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

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


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

    Spoiler:
    Ring of Immolation
    CotCT
    Item 5
    Traits:
    Accessory
    Fire
    Magic
    Veteran
    To Acquire:
    Constitution
    Fortitude 8
    OR Intelligence
    Arcane 9
    When you suffer Cold damage, freely reveal to reduce it by 4.
    On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.

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

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

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

    Spoiler:
    Lyrune-quah Moon Maiden
    CotCT
    Ally 5
    Traits:
    Barbarian
    Human
    Loot
    Respect
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat A Monster 0
    Display. While displayed:
    * On all combat and Fortitude checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all combat and Fortitude checks, add 3.

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

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

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

    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.

    Hour Power: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1.

    Current Hour:

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

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 1 Rivani/Zalarian
    The Survivor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless; if this would add 1d4, bless twice instead.
    Discard to explore.
    Hourglass Card 2 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 2 Ramexes/Gimry
    The Uprising
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: Your non-combat check against a bane is blessed.
    To Acquire:
    Strength
    Diplomacy 4+#
    On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
    Discard to explore.
    Hourglass Card 3 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 3 Ranzak/Iceman91
    The Foreign Trader
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.
    Hourglass Card 4 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 4 Adowyn/skizzerz
    The Prince of Pain
    Core
    Blessing 3
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
    To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
    Hourglass Card 5 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 5 Rivani/Zalarian
    The Eternal Rose
    Core
    Blessing 3
    Traits:
    Deity: Shelyn
    Divine
    When this is the hour: When you encounter a monster, you may evade it.
    To Acquire:
    Charisma
    Divine 8
    On a Dexterity or Charisma check, freely discard to bless.
    On any check, discard to bless.
    Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
    Hourglass Card 6 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 6 Ramexes/Gimry
    The Savored Sting
    Core
    Blessing 3
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: On your checks while you avenge, bless.
    To Acquire:
    Charisma
    Divine 8
    On a local check, recharge to bless.
    To let any character avenge, recharge.
    Discard to explore.
    Hourglass Card 7 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 7 Ranzak/Iceman91
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    Veteran
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Hourglass Card 8 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 8 Adowyn/skizzerz
    The Twin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, the first item or ally played is played freely.
    To Acquire:
    Charisma
    Stealth 4+#
    When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
    Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
    Hourglass Card 9 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 9 Rivani/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 10 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 10 Ramexes/Gimry
    The Publican
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would discard an ally, recharge it instead.
    To Acquire:
    Wisdom
    Diplomacy 4+#
    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
    Hourglass Card 11 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 11 Ranzak/Iceman91
    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 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 12 Adowyn/skizzerz
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played.
    To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Hourglass Card 13 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 13 Rivani/Zalarian
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
    Hourglass Card 14 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 14 Ramexes/Gimry
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 15 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 15 Ranzak/Iceman91
    The Lady of Mysteries
    Core
    Blessing 3
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless.
    On a check against an Undead bane, recharge to bless.
    Discard to draw 3 cards, then recharge 3 cards, then you may explore.
    Hourglass Card 16 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 16 Adowyn/skizzerz
    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 17 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 17 Rivani/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 18 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 18 Ramexes/Gimry
    Master of Masters
    Core
    Blessing 3
    Traits:
    Deity: Irori
    Divine
    When this is the hour: On your check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 8
    On any check, discard to bless.
    On your check, discard to bless twice.
    Discard to explore. This exploration, you may reroll any dice showing 1.
    Hourglass Card 19 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 19 Ranzak/Iceman91
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    Veteran
    When this is the hour: You may avenge by discarding a card.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 20 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 20 Adowyn/skizzerz
    The Wind and the Waves
    Core
    Blessing 3
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: At the start of the turn, any character may recharge a card to move.
    To Acquire:
    Wisdom
    Divine
    Survival 8
    On a local check, discard to bless.
    After the roll, if it is a check to close or to guard, the character may reroll.
    Discard to let a local character move, then you may explore.
    Hourglass Card 21 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 21 Rivani/Zalarian
    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 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 22 Ramexes/Gimry
    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 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 23 Ranzak/Iceman91
    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 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 24 Adowyn/skizzerz
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 25 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 25 Rivani/Zalarian
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.
    Hourglass Card 26 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 26 Ramexes/Gimry
    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.
    Hourglass Card 27 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 27 Ranzak/Iceman91
    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.
    Hourglass Card 28 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 28 Adowyn/skizzerz
    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.
    Hourglass Card 29 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 29 Rivani/Zalarian
    Our Lord In Iron
    Core
    Blessing 3
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 8
    On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
    Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.

    Siege Deck
    M: 13 Ba: 9 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 8
    Siege Deck Card 1:

    Guardian Zombie
    CotCT
    Monster 2
    Traits:
    Undead
    Zombie
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Cold, Electricity, Mental and Poison.
    If undefeated, suffer the scourge Plagued.
    Siege Deck Card 2:

    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.
    Siege Deck Card 3:

    Soul Mistress
    CotCT
    Monster 5
    Traits:
    Hag
    Outsider
    To Defeat:
    Combat 21
    Immune to Cold and Fire. Resistant to Attack.
    When you discard cards as damage, you must first choose items.
    If undefeated, suffer the scourge Plagued.
    Siege Deck Card 4:

    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.
    Siege Deck Card 5:

    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Siege Deck Card 6:

    Landshark
    CotCT
    Monster 4
    Traits:
    Aberration
    Trigger
    To Defeat:
    Combat 21
    When examined, encounter this monster.
    Cannot be evaded.
    If undefeated, recharge this monster into its location.
    Siege Deck Card 7:

    Warband
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    Trigger
    To Defeat:
    None 0
    When examined, succeed at a Stealth 7+# check or encounter this barrier.
    Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
    Siege Deck Card 8:

    Henchman Proxy B1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Siege Deck Card 9:

    Symbol of Insanity
    Core
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 12
    If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.
    Siege Deck Card 10:

    Wyvern
    CotCT
    Monster 4
    Traits:
    Dragon
    To Defeat:
    Combat 18
    OR Survival 12
    Damage suffered from this monster may not be reduced.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
    Siege Deck Card 11:

    Gargoyle
    CotCT
    Monster 4
    Traits:
    Gargoyle
    To Defeat:
    Combat 21
    Resistant to Melee. Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.
    Siege Deck Card 12:

    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.
    Siege Deck Card 13:

    Red Mantis Ambush
    CotCT
    Barrier 4
    Traits:
    Red Mantis
    Skirmish
    To Defeat:
    None 0
    Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
    Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
    Siege Deck Card 14:

    Henchman Proxy B2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Siege Deck Card 15:

    Haunt
    Core
    Barrier 2
    Traits:
    Task
    Trigger
    Undead
    Veteran
    To Defeat:
    Charisma
    Diplomacy 8+#
    OR Divine 6+#
    When examined, suffer the scourge Frightened.
    Cannot be evaded.
    If undefeated, suffer the scourge Drained.
    Siege Deck Card 16:

    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.
    Siege Deck Card 17:

    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    Veteran
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.
    Siege Deck Card 18:

    Dispelling Mist
    CotCT
    Barrier 4
    Traits:
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable 12
    OR Arcane
    Divine 15
    If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
    * At the start and end of your turn, recharge a random Magic boon.
    * When this location is closed, banish this barrier.
    Siege Deck Card 19:

    Bloodbug Swarm
    CotCT
    Monster 4
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 10
    THEN Combat 11
    THEN Combat 12
    Vulnerable to Attack.
    If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.
    Siege Deck Card 20:

    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.
    Siege Deck Card 21:

    Summoning Trap
    Core
    Barrier 3
    Traits:
    Skirmish
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    If undefeated, reload a new monster into your location, then banish this barrier.
    Siege Deck Card 22:

    Cursed Statue
    CotCT
    Barrier 5
    Traits:
    Curse
    Trigger
    To Defeat:
    Wisdom
    Disable
    Perception 10
    When examined, suffer the scourges Dazed, Drained, and Entangled.
    If undefeated, suffer the scourges Dazed, Drained, and Entangled.
    Siege Deck Card 23:

    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.
    Siege Deck Card 24:

    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.
    Siege Deck Card 25:

    Xenarth
    CotCT
    Monster 4
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 24
    Immune to Electricity and Poison.
    Before acting, each local character suffers 2 Acid Damage.
    If undefeated, suffer the scourge Poisoned.
    Siege Deck Card 26:

    Henchman Proxy B4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Siege Deck Card 27:

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

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

    Siege Deck Card 28:

    Henchman Proxy B3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Siege Deck Card 29:

    Fury Devil
    CotCT
    Monster 5
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 23
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
    If undefeated, each local character suffers 1d4 Force damage.
    Siege Deck Card 30:

    Chimera
    Core
    Monster 3
    Traits:
    Aberration
    Chimera
    To Defeat:
    Combat 9
    THEN Combat 10
    THEN Combat 11
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, 3 random local characters suffer 1d4 Combat damage.

    Location #1: Arsenal
    Underground
    Urban
    At This Location: On your combat check, add 1 for each weapon played.
    When Closing: Summon and acquire a weapon.
    When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
    M: 0 Ba: 0 W: 3 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None

    Arsenal Card 1:
    Voidglass Armor
    Core
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    Display. While displayed:
    * When you suffer any damage, you may recharge to reduce it by 1.
    * When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    Arsenal Card 2:
    Acidic Bolas
    CotCT
    Weapon 3
    Traits:
    Acid
    Bludgeoning
    Chain
    Magic
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
    If proficient, discard to evade a monster you encounter.
    Arsenal Card 3:
    Sable Company Leathers
    CotCT
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Acrobatics
    Fortitude 10
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
    Arsenal Card 4:
    Salvator Scream
    CotCT
    Ally 4
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 10
    OR Knowledge 9
    On a local Knowledge or Perception check, recharge to add 1d8.
    Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
    Arsenal Card 5:
    Deathbane Sling
    CotCT
    Weapon 5
    Traits:
    Bludgeoning
    Magic
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
    On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
    Arsenal Card 6:
    Fate-reader Lenses
    CotCT
    Item 3
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Arcane
    Divine
    Perception 8
    On any Perception check, reveal to add 1d10.
    Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
    Arsenal Card 7:
    Seeking Longbow
    CotCT
    Weapon 3
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Location #2: Manor
    Urban
    At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Search your deck for a card and draw it.
    M: 0 Ba: 0 W: 0 Sp: 2 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: None
    Manor Card 1:
    Landshark Whelp
    CotCT
    Ally 4
    Traits:
    Aberration
    To Acquire:
    Wisdom
    Survival 9
    On a local combat check, freely banish to add 2d6 and the Piercing trait.
    Banish to explore. This exploration, you may ignore cards' before acting powers.

    DURING RECOVERY
    You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.

    Manor Card 2:
    Jasan Adriel
    CotCT
    Ally 4
    Traits:
    Human
    Spy
    To Acquire:
    Charisma
    Diplomacy 11
    OR Knowledge 10
    On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.
    This exploration, when you would encounter a story bane, another local character may encounter it instead.
    Manor Card 3:
    Scrying
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    OR Wisdom
    Divine 13
    Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
    Shuffle the location, then reload any set-aside cards into the location in any order.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 16 or Divine 15 check to recharge it instead.

    Manor Card 4:
    Totem Klar
    CotCT
    Armor 4
    Traits:
    Magic
    Offhand
    Piercing
    Respect
    Shield
    To Acquire:
    Constitution
    Fortitude
    Melee
    Survival 11
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    Manor Card 5:
    Ambrosia
    Core
    Item 3
    Traits:
    Alchemical
    Liquid
    Healing
    To Acquire:
    IntelligenceCraft 12
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 14 check to recharge this card.
    Manor Card 6:
    Instrument of Agony
    CotCT
    Spell 4
    Traits:
    Divine
    Magic
    Veteran
    To Acquire:
    Wisdom
    Divine 10
    Display next to a character. While displayed:
    * On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
    * At the end of the turn, banish.

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

    Manor Card 7:
    Blue War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 4
    Display. While displayed:
    * When you defeat a monster, after the encounter, you may discard a card to move.
    * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.

    Location #3: Reading Room
    Sacred
    Urban
    At This Location: On your check, if the hour is Harrow, add 1.
    When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
    When Permanently Closed: Heal a blessing.
    M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 0
    Located/Displayed Here: None
    Reading Room Card 1:
    Divine Blaze
    CotCT
    Spell 4
    Traits:
    Attack
    Divine
    Fire
    Magic
    To Acquire:
    Wisdom
    Divine 12
    For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.

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

    Reading Room Card 2:
    The Healing Light
    Core
    Blessing 3
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: Characters cannot suffer scourges.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless. If the character succeeds at the check, heal them for a card.
    Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
    Reading Room Card 3:
    Lady Luck
    Core
    Blessing 3
    Traits:
    Deity: Desna
    Divine
    When this is the hour: When you play a blessing, you may give a card to any character.
    To Acquire:
    Wisdom
    Divine
    Perception 8
    On any check, freely discard to reroll.
    Discard to move, then explore.
    Reading Room Card 4:
    Breath of Life
    CotCT
    Spell 5
    Traits:
    Divine
    Magic
    Healing
    To Acquire:
    WisdomDivine 13
    Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.

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

    Reading Room Card 5:
    Red Mantis Mask
    CotCT
    Item 3
    Traits:
    Accessory
    Deity: Achaekek
    Magic
    Red Mantis
    To Acquire:
    Constitution
    Fortitude 8
    On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead.
    On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8.
    Reading Room Card 6:
    The Dance
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, discard to bless twice.
    Discard to explore.
    Reading Room Card 7:
    Ruan Mirukova
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 12
    On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
    Discard to explore; you may first heal a card.

    Location #4: Stable
    Urban
    At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
    When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 0
    Located/Displayed Here: None
    Stable Card 1:
    Wand of Enervation
    Core
    Item 3
    Traits:
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 10
    On any combat check, bury or banish to decrease the difficulty by 2d4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.
    Stable Card 2:
    Maiden's Helm
    CotCT
    Armor 3
    Traits:
    Gray Maiden
    Heavy Armor
    Helm
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 10
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer Combat damage, freely reveal to reduce it by 2.
    On your Diplomacy check, reveal to add 1d6.
    After playing this armor, you may not play a Helm boon this encounter.
    Stable Card 3:
    Sable Company Marine
    CotCT
    Ally 3
    Traits:
    Human
    Soldier
    To Acquire:
    Dexterity
    Ranged 11
    THEN Charisma
    Diplomacy 10
    On the first combat check of a turn, if it is local, recharge to add 1d8.
    Discard to explore. This exploration, on your first combat check, add 1d8.
    Stable Card 4:
    Djinn
    Core
    Ally 3
    Traits:
    Genie
    Outsider
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 12
    Recharge to draw a card, then shuffle your deck.
    Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
    Stable Card 5:
    Andachi
    CotCT
    Ally 5
    Traits:
    Ghost
    Undead
    To Acquire:
    Charisma
    Diplomacy 12
    OR Bury A Divine Boon 0
    Display. While displayed:
    * On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
    * At the end of the turn, banish.
    Bury to explore; you may bury a Divine boon to reload instead.

    Location #5: Chambers
    Underground
    Urban
    At This Location: When you fail to acquire a boon, shuffle it into its location.
    When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: None
    Chambers Card 1:
    Red War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 7
    Display. While displayed:
    * When you suffer Electricity or Fire damage, reduce it by 3.
    * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Chambers Card 2:
    Volcanic Storm
    Core
    Spell 3
    Traits:
    Arcane
    Attack
    Bludgeoning
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 11
    For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
    Chambers Card 3:
    Wand of Flame
    Core
    Item 2
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic
    Veteran
    Wand
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 11
    For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
    Chambers Card 4:
    Enhance
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Magic
    Veteran
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    Freely display next to a local character and choose a skill. While displayed:
    * On their checks using that skill, add 1+#.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
    Chambers Card 5:
    Raccoon
    Core
    Ally 3
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 12
    On a local Dexterity non-combat or Disable check, recharge to add 1d8.
    Discard to explore. If you encounter a barrier, you may evade it and explore.
    Chambers Card 6:
    Skoan-quah Boneslayer
    CotCT
    Ally 4
    Traits:
    Human
    Ranger
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat The Danger
    Display. While displayed:
    * On all Dexterity and Survival checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Dexterity and Survival checks, add 3.

    Location #6: Library
    Urban
    At This Location: On your check against a spell or a Book boon, add 1d6.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: You may heal a discarded or buried Book card.
    M: 0 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: None
    Library Card 1:
    Death's Touch
    CotCT
    Spell 4
    Traits:
    Arcane
    Attack
    Divine
    Magic
    Undead
    To Acquire:
    Intelligence
    Arcane 11
    OR Wisdom
    Divine 13
    For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.

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

    Library Card 2:
    Steal Soul
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    Divine
    To Acquire:
    IntelligenceArcane 12
    OR WisdomDivine 10
    When a local character defeats a monster that is not immune to Attack, display. While displayed:
    * On your checks, add 1d4.
    * At the end of the scenario, banish; if proficient, discard instead.
    Library Card 3:
    Headband of Mental Superiority
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Charisma 13
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
    Library Card 4:
    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.
    Library Card 5:
    Divine Fortune
    CotCT
    Spell 3
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 11
    Display. While displayed:
    * On local checks, add 1d6.
    * At the start of your turn, banish.

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

    Library Card 6:
    Belt of Physical Might
    CotCT
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 13
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.


    Deck Handler // Tier 6.2 // 0 Hero Points // Looking for Item 6 > Armor 5 > Ally 6 > Armor 6

    Begin at Manor. Take Balmberry as loot but nothing else. Display Leryn ASAP.

    Adowyn wrote:

    Hand: Cure, Mammoth Hide Armor, Major Cure, Marksman's Bow, Snow Leopard, Efficient Quiver,

    Displayed: Leryn (Cohort),
    Deck: 13 Discard: 0 Buried: 0
    Current Location: Manor
    Hero Points: 1
    6-5C Playmat: available
    6-5C Reroll: available
    NOTES:
    Available Support: Use anything marked feel free to use without asking.
    Feel free to use:
    - Cure / Major Cure: Heal 1d4+1 cards
    - Snow Leopard: On a combat check, recharge to add 1d4.
    Ask in Discord before using:
    - N/A
    Movement: N/A

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Aspect of the Wolf, Blessing of Old Deadeye, Nirmathas Longbow, Headband of the Wolf, Archer's Bracers, Blessing of Gozreh, Leryn (Ally), Blessing of the Ancients, Thorn Bow, Blessing of Erastil, Balmberry, Fox, Hatchetbird
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Ranged: Dexterity +3
    Disable: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Divine: Wisdom +2
    Survival: Wisdom +2
    Perception: Wisdom +2 (while Leryn is displayed)
    Charisma d6 ☐ +1 ☐ +2
    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Weapons, Divine
    POWERS:
    After you defeat a monster (☐ or a barrier), you may examine the top card of your deck; if it has the Animal trait (☐ or is a weapon), you may draw it. (☐ Then you may recharge the top card of your deck.)
    You may recharge a card to evade a bane you encounter (☐ or discard a card to allow another character at your location to do so). Then you may examine the top card of your location deck (☑ and you may put it under the top card of that deck).
    ☑ Add 1d6 to the first check of your turn (☑ and to all checks during the first exploration of your turn).
    ☑ When you encounter a barrier, you may draw a card.
    ☑ You gain the skill Disable: Dexterity +2.
    ☐ You gain the skill Stealth: Dexterity +2.


    Ramexes Deck Handler STR d8 (+2) (Melee +3) | DEX d6 | CON d8 | INT d6 | WIS d4 | CHA d10 (+4) (Divine +1) (Diplomacy +2)

    Replace Shock Glaive with Ukwar Axe. Add Dragonbane Greatsword for new Card Feat

    Start At Arsenal

    Drew Staff of Minor Healing, so use that to heal my harrow blessing and display my armor at the start of Adowyn's turn

    "

    Ramexes wrote:

    Hand: Ukwar Axe, Major Cure, Flamer (Druid of the Flame),

    Displayed: Angelic Armor,
    Deck: 17 Discard: 0 Buried: 0
    Current Location: Arsenal
    Hero Points: 0
    NOTES:
    Other: Paizo reroll used for scenario 6-5C?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Abadar's Law, Heat Metal, Staff of Minor Healing, The Vision, Divine Insight, Giantbane Greataxe, Blessing of the Gods, Lyrune-Qua Truthspeaker, Dragonbane Greatsword, Aqueous Orb, Our Lord In Iron, The Healing Light, Gorum's Iron, Thundering Earthbreaker, Clib (Clockwork Librarian), Regill (Hellknight of the Nail), Wand of Restorative Touch
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Weapons
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
    Proficiencies:
    Weapons
    POWERS:
    When you defeat a monster, you may examine the top card (☑ or top 2 cards) of your location deck.
    You may recharge (☑ or reveal) a card that has the Divine trait to add 1d8 (☑ +1 ) and the Fire (☑ or Acid or Poison) trait to your combat check.
    You may bury an ally from your discard pile to explore your location.
    ☑ When you discard a weapon for its power, you may first recharge a random card from your discards.
    ☑ When you close a location and move to the Base, you may immediately explore it once. (YoRR)
    ☑ After you use the Base's power to recharge cards, you may move or shuffle your deck. (YoRR)

    "


    Female Human | My Deck Handler Psychic / Arcane+Occultist+Ranged (12789-1020)

    Rivani - 6-5C: Revisiting the Countess

    Starting Location Reading Room
    Loot
    Will put Acid Burst into box and put Steal Soul into my deck

    Starting Hand - Favored Card Spell

    Display false life and infernal healing when able to do so.

    "

    Rivani (Phrenic Master) wrote:

    Hand: Fly#Core, Headband of Mental Superiority, Leech, Clairvoyance, The First, Fate-reader Lenses,

    Displayed: False Life, Infernal Healing,
    Deck: 12 Discard: 0 Buried: 0
    Hero Points: 2
    reroll last used: 6-5A / Hero Point: 6-5A // Rivani (Phrenic Master) has the following scourges marked:
    Drained:
    While Marked:
    On your checks, subtract 1 for each die rolled.

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


    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move order preference: Library, Manor, Laboratory, Dungeons, Repository, Blood Pool
    Other: Upgrade List: Spell 3 (Chain Lightning)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Lightning Bolt, Blessing of the Sages, The Peacock, The Foreign Trader, Vampiric Touch, Life Drain, Vindicator, Fortune-teller, Bound Imp, Steal Soul, The Lady of Mysteries, Dust of Revealing
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Arcane: Intelligence +2
    Knowledge: Intelligence +2
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    -Ranged: Knowledge (with recharge)
    -Perception: Knowledge (with recharge)
    -Acrobatics: Knowledge (with recharge)
    -Craft: Knowledge (with recharge)
    -Disable: Knowledge (with recharge)

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    Mental
    POWERS:
    For your Perception or Ranged (☑ or Acrobatics, Craft or Disable) check, you may recharge a card to use your Knowledge skill instead.
    You may discard (☐ or recharge) a spell (☐ or a boon) to add 1d4 to your Arcane check. ( or to evade a barrier you encounter) (☐ or to evade a boon you encounter, then
    you may explore again).
    ☑ During your move step, instead of moving (☑ or after your move), you may examine the top card (☑ or top 3 cards) of your location deck, then you may shuffle the deck.
    ☑ When you would discard cards as damage, you may recharge up to 2 (☐ 4) of those cards instead.

    "


    Deck Handler

    Start at Arsenal

    Loot: Sable Company Leathers out, Angelic Armor in (and drawn and displayed)

    Ranzak wrote:

    Hand: Snakebite Dagger, Limning Starknife, Galvanic Chakram +1, Thieves' Tools (Core), Embalming Fluid, Cerulean Mastermind, Blessing of the Savored Sting,

    Displayed: Angelic Armor,
    Deck: 12 Discard: 1 Buried: 0
    Hero Points: 2
    Used Accessory re-roll: N
    NOTES:
    Available Support: Daggers, Mastermind, and Blessing are available
    Other: Will attempt to acquire any boon others fail to acquire (if it's straightforward, feel free to bot).

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ring of Regeneration, Blessing of Wadjet, Blessing of Yaezhing, Forensic Physician, Master of Masters, Boots of Alacrity, Staff of Minor Healing (Core), Venomous Dagger, Steel Ibis Lamellar, Gem of Physical Prowess (Core), Blessing of the Quartermaster, Corrosion
    Recharged:
    Discard Pile: The Locksmith,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2 ☐ +3
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3
    Disable: Dex +1
    Stealth: Dex +1
    Constitution d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Fortitude: Con +1
    Intelligence d4
    Wisdom d4 ☐ +1 ☐ +2 ☐ +3
    Survival: Wis +3
    Charisma d6 ☑ +1 ☐ +2

    Favored Card: None
    Hand Size: 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
    Proficiencies:
    Weapons, ☑ Armor
    POWERS:
    If there is another local character, you may evade a bane; a random other local character encounters it instead.
    On your check to acquire a boon, add 1d4 (☑ +1) (☑ +3).
    When you acquire a boon on your turn, you may roll 1d6; on a (☑ 3,) 4, 5, or 6, explore your location.
    ☑ If another local character fails to acquire a boon, you may attempt a check to acquire it.
    ☐ When you close or guard your location, draw a new plunder card.
    ☐ You may discard a card from the hourglass to explore your location.
    When you defeat a barrier, you may mark your location to represent setting a trap. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.


    Deck Handler // Tier 6.2 // 0 Hero Points // Looking for Item 6 > Armor 5 > Ally 6 > Armor 6

    Hour of Lamashtu's Madness. At start of turn, first display Leryn to examine top card of Siege Deck: Guardian Zombie. Then recharge Cure to draw a card (Balmberry). End of move step, move to 1d6 ⇒ 1 Arsenal. Then explore.

    Siege Deck 1: Guardian Zombie. Reveal and additionally discard Marksman's Bow. Hour adds 1 and Location adds 1. Combat 11+5+5=21: 1d10 + 1d6 + 11 + 1d6 + 1 + 2 ⇒ (3) + (6) + 11 + (3) + 1 + 2 = 26 Success. For defeating a monster, examine top card of deck: Aspect of the Wolf. Has the Animal trait so I draw it. Send Balmberry to recovery to heal Marksman's Bow. Send Efficient Quiver to recovery to draw Marksman's Bow from my deck. Discard Snow Leopard to explore.

    Siege Deck 2: Mad Prophet. When encountering a barrier, draw a card (Nirmathas Longbow). Hour is level 2, so DC increased by 2. Asking Rivani to recharge The First to bless. Perception 4+5+2=11: 2d8 + 5 ⇒ (2, 2) + 5 = 9 Accessory reroll. Perception 11: 1d8 + 7 ⇒ (8) + 7 = 15 Defeated, draw Lamashtu's Madness (and we no longer have an Hour).

    Reload Leryn to examine and rearrange the top 2 cards of Siege Deck: Soul Mistress and Mercenary. Put them back in the same order. Display Aspect of the Wolf, then recharge Lamashtu's Madness to explore.

    Siege Deck 3: Soul Mistress. Reveal Marksman's Bow. Aspect of the Wolf adds 1d6. Location adds 1. Combat 21: 1d10 + 1d6 + 11 + 1d6 + 1 ⇒ (3) + (5) + 11 + (2) + 1 = 22 Good enough, defeated. For defeating a monster, examine top card of location: Leryn. He's an Animal, so draw him. Then AdoRamRanRiv: 1d4 ⇒ 1 summons and encounters a monster per Lamashtu's Madness.

    Random Monster 1: Ember Ghoul. Recharge Major Cure to evade. Re-display Leryn, then end turn. Suffer 1d4 - 2 ⇒ (1) - 2 = -1 Fire damage from Ablaze, then send Aspect of the Wolf to recovery.

    Recover Balmberry, recharging Nirmathas Longbow. Survival 8: 1d8 + 5 + 1d6 ⇒ (5) + 5 + (4) = 14 Recharged. Recover Efficient Quiver. Ranged 9: 1d10 + 6 ⇒ (5) + 6 = 11 Recharged. Recover Aspect of the Wolf. Divine 10: 1d8 + 5 ⇒ (2) + 5 = 7 Discarded.

    Adowyn wrote:

    Hand: Leryn (Ally), Mammoth Hide Armor, Headband of the Wolf, Blessing of Old Deadeye, Marksman's Bow, Blessing of Gozreh,

    Displayed: Leryn (Cohort),
    Deck: 12 Discard: 2 Buried: 0
    Current Location: Arsenal
    Hero Points: 1
    6-5C Playmat: available
    6-5C Reroll: used
    NOTES:
    Available Support: Use anything marked feel free to use without asking.
    Feel free to use:
    - Blessing of Gozreh: On any check, discard to bless.
    - Blessing of Old Deadeye: On a Ranged check, recharge to bless.
    - Blessing of Old Deadeye: On any character's combat check, after the roll, discard to allow that character to reroll.
    Ask in Discord before using:
    - N/A
    Movement: N/A

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Hatchetbird, Blessing of the Ancients, Archer's Bracers, Cure, Fox, Blessing of Erastil, Thorn Bow
    Recharged: Lamashtu's Madness, Major Cure, Nirmathas Longbow, Balmberry, Efficient Quiver,
    Discard Pile: Snow Leopard, Aspect of the Wolf,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Ranged: Dexterity +3
    Disable: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Divine: Wisdom +2
    Survival: Wisdom +2
    Perception: Wisdom +2 (while Leryn is displayed)
    Charisma d6 ☐ +1 ☐ +2
    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Weapons, Divine
    POWERS:
    After you defeat a monster (☐ or a barrier), you may examine the top card of your deck; if it has the Animal trait (☐ or is a weapon), you may draw it. (☐ Then you may recharge the top card of your deck.)
    You may recharge a card to evade a bane you encounter (☐ or discard a card to allow another character at your location to do so). Then you may examine the top card of your location deck (☑ and you may put it under the top card of that deck).
    ☑ Add 1d6 to the first check of your turn (☑ and to all checks during the first exploration of your turn).
    ☑ When you encounter a barrier, you may draw a card.
    ☑ You gain the skill Disable: Dexterity +2.
    ☐ You gain the skill Stealth: Dexterity +2.

    Siege Deck 1-3 banished.
    Siege Deck 4 examined.
    Lamashtu's Madness (from Hourglass discards) acquired.
    Rivani recharges The First.


    Female Human | My Deck Handler Psychic / Arcane+Occultist+Ranged (12789-1020)

    Out of Turn Updates: Recharge The First for Adowyn. Also, Adowyn should roll a d10 for perception check due to lens to see if accessory reroll was required
    Turn Order: Rivani/Zalarian, Ramexes/Gimry, Ranzak/Iceman91, Adowyn/skizzerz
    if random character, using Self as #1

    Turn - Hour: 2 - Hourglass Card 1 Rivani/Zalarian The Survivor
    Hour Rules: At the start of your turn, you may recharge any number of cards then reset.

    SOT: recharge Leech, Clairvoyance and Fly and reset hand

    "

    Rivani (Phrenic Master) wrote:

    Hand: Headband of Mental Superiority, Fate-reader Lenses, The Peacock, Dust of Revealing, Steal Soul, Blessing of the Sages, Vampiric Touch, Life Drain,

    Displayed: False Life, Infernal Healing,
    Deck: 10 Discard: 0 Buried: 0
    Hero Points: 2
    reroll last used: 6-5A / Hero Point: 6-5A
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move order preference: N/A
    Other: Upgrade List: Spell 5 (Disintegrate), Spell 3 (Chain Lightning)

    Give Card: None

    Second Sight:
    During your move step, instead of moving or after moving, you may examine the top card or the top 3 cards of your location deck, then you may shuffle the deck.

    Location Powers: On your check, if the hour is Harrow, add 1.
    Move Step: stay at Reading Room
    examine top 3 cards of location deck
    Siege Deck Card 4: Mercenary
    Siege Deck Card 5: Henchman Proxy A3
    Siege Deck Card 6: Landshark TRIGGER

    Landshark:

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

    Will use Vampiric Touch and reveal headband and harrow adds 1
    Arcane INT Check DC 21: 1d12 + 6 + 2d6 + 1d4 + 1 ⇒ (12) + 6 + (5, 6) + (2) + 1 = 32 Success; will display steal soul and then discard Fate-reader lenses to examine reorder:
    Siege Deck Card 4: Mercenary
    Siege Deck Card 5: Henchman Proxy A3
    Siege Deck Card 7: Warband Trigger

    Encounter: Siege Deck Card 7: Warband

    spoiler:
    Siege Deck Card 7:

    Warband
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    Trigger
    To Defeat:
    None 0
    When examined, succeed at a Stealth 7+# check or encounter this barrier.
    Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.

    Emperor Scorpion:

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

    not at underground area;Will use life drain, headband and steal soul; harrow hour adds 1
    Arcane INT Check DC 20: 1d12 + 6 + 4d4 + 1 ⇒ (8) + 6 + (1, 1, 2, 1) + 1 = 20 Success; heal 1
    Rivani (Phrenic Master) has all cards in her discard pile healed: (Fate-reader Lenses). Deck shuffled.
    Will put remaining 2 cards back how Ramexes desires

    Rivani Ends her turn
    Ablaze Damage: 1d4 - 2 ⇒ (1) - 2 = -1 No damage yet

    Reminder of Scenario changes:

    Harrow Suit: Hammers
    Base Powers: No base this scenario
    After you use the Base's power to recharge cards, you may move or shuffle your deck.
    When you close a location and move to the Base, you may immediately explore it once.

    Shared Tracker (Hands/Loot/Supporters)

    During This Scenario: Setup When building the locations, set aside the banes in a siege pile, then shuffle in a number of non-closing henchmen Red Mantis Assassins—Proxy A and Assassination Attempts—Proxy B equal to the number of characters.

    During This Scenario: When you would explore, instead encounter the top card of the siege pile as if it were the top card of your location. If it is not defeated, shuffle it into the siege pile.

    While using a power that examines cards, you may treat the siege pile as your location.

    When a bane is undefeated, banish the top card of your location and of an unoccupied location; when a location has no cards, it closes automatically.

    At the end of your move step, you may move to a random location; if you do not, banish the top card of that location.

    When the last location closes, you lose.

    To win, empty the siege pile.

    Wildcards
    Ablaze:At the end of your turn, suffer 1d4-2 Fire damage. The assassins have also set the Countess' chambers ablaze.
    Monstrous: When building the locations, add 6 monsters, distributed as evenly as possible. More than just assassins have been sent after the Countess.

    Rivani attempts to recover all cards in her Recovery pile.
    Vampiric Touch: Arcane 11: 1d12 + 6 + 2d4 + 1 ⇒ (7) + 6 + (3, 2) + 1 = 19 -> Vampiric Touch recharged .
    Life Drain: Arcane 9: 1d12 + 6 + 2d4 + 1 ⇒ (5) + 6 + (1, 2) + 1 = 15 -> Life Drain recharged .

    Rivani resets her hand.

    "

    Rivani (Phrenic Master) wrote:

    Hand: Headband of Mental Superiority, Dust of Revealing, The Peacock, Blessing of the Sages, The Foreign Trader, Lightning Bolt, Vindicator, Clairvoyance,

    Displayed: False Life, Infernal Healing, Steal Soul,
    Deck: 9 Discard: 0 Buried: 0
    Hero Points: 2
    reroll last used: 6-5A / Hero Point: 6-5A
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move order preference: N/A
    Other: Upgrade List: Spell 5 (Disintegrate), Spell 3 (Chain Lightning)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fortune-teller, Fate-reader Lenses, Fly#Core, The First, The Lady of Mysteries, Leech, Bound Imp
    Recharged: Vampiric Touch, Life Drain,
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Arcane: Intelligence +2
    Knowledge: Intelligence +2
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    -Ranged: Knowledge (with recharge)
    -Perception: Knowledge (with recharge)
    -Acrobatics: Knowledge (with recharge)
    -Craft: Knowledge (with recharge)
    -Disable: Knowledge (with recharge)

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    Mental
    POWERS:
    For your Perception or Ranged (☑ or Acrobatics, Craft or Disable) check, you may recharge a card to use your Knowledge skill instead.
    You may discard (☐ or recharge) a spell (☐ or a boon) to add 1d4 to your Arcane check. ( or to evade a barrier you encounter) (☐ or to evade a boon you encounter, then
    you may explore again).
    ☑ During your move step, instead of moving (☑ or after your move), you may examine the top card (☑ or top 3 cards) of your location deck, then you may shuffle the deck.
    ☑ When you would discard cards as damage, you may recharge up to 2 (☐ 4) of those cards instead.

    "

    [u]Summary[/u]
    Current Location: Reading Room
    Acquired: None
    Banished:
    Siege Deck Card 6: Landshark
    Siege Deck Card 7: Warband

    Examined: Siege Deck Card 4: Mercenary
    Siege Deck Card 5: Henchman Proxy A3 (Ramexes chooses order)

    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): Ramexes chooses order for next 2 cards (Siege Deck Cards 4 and 5)


    Ramexes Deck Handler STR d8 (+2) (Melee +3) | DEX d6 | CON d8 | INT d6 | WIS d4 | CHA d10 (+4) (Divine +1) (Diplomacy +2)

    ========================
    Ramexes starts his turn.
    Hour: The Uprising
    Hour Power:Your non-combat check against a bane is blessed.
    Location: Arsenal
    Location Power:On your combat check, add 1 for each weapon played.
    During This Adventure:
    Scenario Powers:

  • Wildcards
  • Ablaze:At the end of your turn, suffer 1d4-2 Fire damage. The assassins have also set the Countess' chambers ablaze.
  • Monstrous: When building the locations, add 6 monsters, distributed as evenly as possible.More than just assassins have been sent after the Countess.

    Put Mercenary on top

    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.

    Diplomacy 13: 1d10 + 6 + 1d10 ⇒ (3) + 6 + (6) = 15

    Roll Details:

    Diplomacy - 1d10+6
    Blessed - 1d10

    Hour blesses non-Combat checks against banes

    Defeating a monster lets me examine top 2 cards
    Card 5 - Proxy A
    Card 8 - Henchman B 6,7 dealt with on Rivani's turn

    Discard Flamer to explore add 7 to combat checks

    Red Mantis Assassin:

    Story Bane
    Type: Monster
    Traits: Assassin Human Red Mantis Veteran
    To Defeat: Combat 10+##
    Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded.

    Auto Fail the BYA. Could use Sages, but I think I'll be OK with Flamer

    difficulty: 1d6 ⇒ 3

    Combat 23(10+5+5+3): 1d8 + 5 + 1d8 + 1 + 1d8 + 1 + 2 + 5 + 1 ⇒ (7) + 5 + (8) + 1 + (1) + 1 + 2 + 5 + 1 = 31

    Roll Details:

    Combat(Melee) - 1d8+5
    Ukwar Axe - 1d8+1
    Touch of Flame - 1d8+1
    Flamer (Druid of the Flame) - 2+5
    Location - 1

    Defeating a monster lets me examine top 2 cards
    Card 8 - Henchman B 6,7 dealt with on Rivani's turn
    Card 9 - Symbol of Insanity

    Ablaze: 1d4 - 2 ⇒ (4) - 2 = 2
    Draw Angelic Armor for 1, discard Major Cure for the other

    "

    Ramexes wrote:

    Hand: Ukwar Axe, Divine Insight, Staff of Minor Healing, The Healing Light, Blessing of the Gods,

    Displayed: Angelic Armor,
    Deck: 13 Discard: 2 Buried: 0
    Current Location: Arsenal
    Hero Points: 0
    NOTES:
    Other: Paizo reroll used for scenario 6-5C?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Gorum's Iron, Heat Metal, Giantbane Greataxe, Dragonbane Greatsword, Thundering Earthbreaker, Aqueous Orb, Regill (Hellknight of the Nail), Clib (Clockwork Librarian), Wand of Restorative Touch, Abadar's Law, Lyrune-Qua Truthspeaker, The Vision, Our Lord In Iron
    Recharged:
    Discard Pile: Flamer (Druid of the Flame), Major Cure,
    Buried Pile:

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

    Favored Card: Weapons
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
    Proficiencies:
    Weapons
    POWERS:
    When you defeat a monster, you may examine the top card (☑ or top 2 cards) of your location deck.
    You may recharge (☑ or reveal) a card that has the Divine trait to add 1d8 (☑ +1 ) and the Fire (☑ or Acid or Poison) trait to your combat check.
    You may bury an ally from your discard pile to explore your location.
    ☑ When you discard a weapon for its power, you may first recharge a random card from your discards.
    ☑ When you close a location and move to the Base, you may immediately explore it once. (YoRR)
    ☑ After you use the Base's power to recharge cards, you may move or shuffle your deck. (YoRR)

    "

    End of Turn Summary
    Card 8 is now the top of the Siege deck


  • During This Adventure:

    Spoiler:

    At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventures harrow suit as being level #.
    Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)

    When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

    Start with all level 0, 1, 2, 3, 4, and 5 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, and 2 non-Veteran banes and you may remove any Level 0, 1, and 2 non-Veteran, non-blessing boons.

    Harrow Suit: Hammers

    Base Powers: No base this scenario
    After you use the Base's power to recharge cards, you may move or shuffle your deck.
    When you close a location and move to the Base, you may immediately explore it once.

    Shared Tracker (Hands/Loot/Supporters)

    During This Scenario: Setup When building the locations, set aside the banes in a siege pile, then shuffle in a number of non-closing henchmen Red Mantis Assassins—Proxy A and Assassination Attempts—Proxy B equal to the number of characters.

    During This Scenario: When you would explore, instead encounter the top card of the siege pile as if it were the top card of your location. If it is not defeated, shuffle it into the siege pile.

    While using a power that examines cards, you may treat the siege pile as your location.

    When a bane is undefeated, banish the top card of your location and of an unoccupied location; when a location has no cards, it closes automatically.

    At the end of your move step, you may move to a random location; if you do not, banish the top card of that location.

    When the last location closes, you lose.

    To win, empty the siege pile.

    Wildcards
    Ablaze:At the end of your turn, suffer 1d4-2 Fire damage. The assassins have also set the Countess' chambers ablaze.
    Monstrous: When building the locations, add 6 monsters, distributed as evenly as possible. More than just assassins have been sent after the Countess.

    Additional Rules: Story Banes

    Danger: Red Mantis Assassin
    Villain: None
    Henchmen (Closing): None

    Red Mantis Assassin:

    Story Bane
    Type: Monster
    Traits: Assassin Human Red Mantis Veteran
    To Defeat: Combat 10+##
    Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded.

    Assassination Attempt:

    Story Bane
    Type: Barrier
    Traits: Skirmish Red Mantis Veteran
    To Defeat: Combat 14+## OR Fortitude 5+#
    Before acting, a local character summons and encounters the story bane Red Mantis Assassin. If it is not defeated, this card is undefeated. If undefeated, bury either an armor or a Healing card, or banish the top 5 cards of the hourglass and bury your discards.

    Scenario Level (#): 5

    Turn: 4, Ranzak/Iceman91

    Random Cards:

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

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

    Spoiler:
    Dire Lion
    Core
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 17
    Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
    Damage is increased by 1d4-1.

    Spoiler:
    Giant Anaconda
    CotCT
    Monster 3
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    Vulnerable to Cold.
    If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.

    Spoiler:
    Skeletal Minotaur
    CotCT
    Monster 5
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 23
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.

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

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

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

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

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

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

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

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

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

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


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

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


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

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


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

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


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

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

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

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

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

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

    Spoiler:
    Dust of Revealing
    CotCT
    Item 4
    Traits:
    Craft
    Object
    To Acquire:
    Intelligence
    Arcane
    Divine 11
    On a local Perception check, freely bury to add 2d10.
    Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.

    Spoiler:
    Ring of Immolation
    CotCT
    Item 5
    Traits:
    Accessory
    Fire
    Magic
    Veteran
    To Acquire:
    Constitution
    Fortitude 8
    OR Intelligence
    Arcane 9
    When you suffer Cold damage, freely reveal to reduce it by 4.
    On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.

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

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

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

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

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

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

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


    Spoiler:
    Lyrune-quah Moon Maiden
    CotCT
    Ally 5
    Traits:
    Barbarian
    Human
    Loot
    Respect
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat A Monster 0
    Display. While displayed:
    * On all combat and Fortitude checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all combat and Fortitude checks, add 3.

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

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

    Spoiler:
    Old Deadeye
    Core
    Blessing 3
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: On your check, if you are at a Wild location, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Survival 8
    On any check, discard to bless.
    On a Dexterity or Survival check, discard to bless twice.
    Discard to explore.
    Recharge to explore a Wild location.

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

    Spoiler:
    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 any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.

    Current Hour:

    The Foreign Trader:
    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.

    Hours Remaining: 26

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 1 Adowyn/skizzerz
    The Prince of Pain
    Core
    Blessing 3
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
    To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
    Hourglass Card 2 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 2 Rivani/Zalarian
    The Eternal Rose
    Core
    Blessing 3
    Traits:
    Deity: Shelyn
    Divine
    When this is the hour: When you encounter a monster, you may evade it.
    To Acquire:
    Charisma
    Divine 8
    On a Dexterity or Charisma check, freely discard to bless.
    On any check, discard to bless.
    Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
    Hourglass Card 3 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 3 Ramexes/Gimry
    The Savored Sting
    Core
    Blessing 3
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: On your checks while you avenge, bless.
    To Acquire:
    Charisma
    Divine 8
    On a local check, recharge to bless.
    To let any character avenge, recharge.
    Discard to explore.
    Hourglass Card 4 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 4 Ranzak/Iceman91
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    Veteran
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Hourglass Card 5 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 5 Adowyn/skizzerz
    The Twin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, the first item or ally played is played freely.
    To Acquire:
    Charisma
    Stealth 4+#
    When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
    Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
    Hourglass Card 6 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 6 Rivani/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 7 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 7 Ramexes/Gimry
    The Publican
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would discard an ally, recharge it instead.
    To Acquire:
    Wisdom
    Diplomacy 4+#
    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
    Hourglass Card 8 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 8 Ranzak/Iceman91
    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 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 9 Adowyn/skizzerz
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played.
    To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Hourglass Card 10 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 10 Rivani/Zalarian
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
    Hourglass Card 11 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 11 Ramexes/Gimry
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 12 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 12 Ranzak/Iceman91
    The Lady of Mysteries
    Core
    Blessing 3
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless.
    On a check against an Undead bane, recharge to bless.
    Discard to draw 3 cards, then recharge 3 cards, then you may explore.
    Hourglass Card 13 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 13 Adowyn/skizzerz
    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 14 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 14 Rivani/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 15 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 15 Ramexes/Gimry
    Master of Masters
    Core
    Blessing 3
    Traits:
    Deity: Irori
    Divine
    When this is the hour: On your check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 8
    On any check, discard to bless.
    On your check, discard to bless twice.
    Discard to explore. This exploration, you may reroll any dice showing 1.
    Hourglass Card 16 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 16 Ranzak/Iceman91
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    Veteran
    When this is the hour: You may avenge by discarding a card.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 17 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 17 Adowyn/skizzerz
    The Wind and the Waves
    Core
    Blessing 3
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: At the start of the turn, any character may recharge a card to move.
    To Acquire:
    Wisdom
    Divine
    Survival 8
    On a local check, discard to bless.
    After the roll, if it is a check to close or to guard, the character may reroll.
    Discard to let a local character move, then you may explore.
    Hourglass Card 18 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 18 Rivani/Zalarian
    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 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 19 Ramexes/Gimry
    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 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 20 Ranzak/Iceman91
    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 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 21 Adowyn/skizzerz
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 22 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 22 Rivani/Zalarian
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.
    Hourglass Card 23 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 23 Ramexes/Gimry
    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.
    Hourglass Card 24 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 24 Ranzak/Iceman91
    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.
    Hourglass Card 25 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 25 Adowyn/skizzerz
    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.
    Hourglass Card 26 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 26 Rivani/Zalarian
    Our Lord In Iron
    Core
    Blessing 3
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 8
    On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
    Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.

    Siege Deck
    M: 9 Ba: 7 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 7
    Siege Deck Card 1 (Henchman Proxy B1):

    Henchman Proxy B1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Siege Deck Card 2 (Symbol of Insanity):

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

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

    Gargoyle
    CotCT
    Monster 4
    Traits:
    Gargoyle
    To Defeat:
    Combat 21
    Resistant to Melee. Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.
    Siege Deck Card 5:

    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.
    Siege Deck Card 6:

    Red Mantis Ambush
    CotCT
    Barrier 4
    Traits:
    Red Mantis
    Skirmish
    To Defeat:
    None 0
    Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
    Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
    Siege Deck Card 7:

    Henchman Proxy B2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Siege Deck Card 8:

    Haunt
    Core
    Barrier 2
    Traits:
    Task
    Trigger
    Undead
    Veteran
    To Defeat:
    Charisma
    Diplomacy 8+#
    OR Divine 6+#
    When examined, suffer the scourge Frightened.
    Cannot be evaded.
    If undefeated, suffer the scourge Drained.
    Siege Deck Card 9:

    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Siege Deck Card 10:

    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    Veteran
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.
    Siege Deck Card 11:

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

    Bloodbug Swarm
    CotCT
    Monster 4
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 10
    THEN Combat 11
    THEN Combat 12
    Vulnerable to Attack.
    If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.
    Siege Deck Card 13:

    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.
    Siege Deck Card 14:

    Summoning Trap
    Core
    Barrier 3
    Traits:
    Skirmish
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    If undefeated, reload a new monster into your location, then banish this barrier.
    Siege Deck Card 15:

    Cursed Statue
    CotCT
    Barrier 5
    Traits:
    Curse
    Trigger
    To Defeat:
    Wisdom
    Disable
    Perception 10
    When examined, suffer the scourges Dazed, Drained, and Entangled.
    If undefeated, suffer the scourges Dazed, Drained, and Entangled.
    Siege Deck Card 16:

    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.
    Siege Deck Card 17:

    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.
    Siege Deck Card 18:

    Xenarth
    CotCT
    Monster 4
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 24
    Immune to Electricity and Poison.
    Before acting, each local character suffers 2 Acid Damage.
    If undefeated, suffer the scourge Poisoned.
    Siege Deck Card 19:

    Henchman Proxy B4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Siege Deck Card 20:

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

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

    Siege Deck Card 21:

    Henchman Proxy B3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Siege Deck Card 22:

    Fury Devil
    CotCT
    Monster 5
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 23
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
    If undefeated, each local character suffers 1d4 Force damage.
    Siege Deck Card 23:

    Chimera
    Core
    Monster 3
    Traits:
    Aberration
    Chimera
    To Defeat:
    Combat 9
    THEN Combat 10
    THEN Combat 11
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, 3 random local characters suffer 1d4 Combat damage.

    Location #1: Arsenal
    Underground
    Urban
    At This Location: On your combat check, add 1 for each weapon played.
    When Closing: Summon and acquire a weapon.
    When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
    M: 0 Ba: 0 W: 3 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None

    Arsenal Card 1:
    Voidglass Armor
    Core
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    Display. While displayed:
    * When you suffer any damage, you may recharge to reduce it by 1.
    * When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    Arsenal Card 2:
    Acidic Bolas
    CotCT
    Weapon 3
    Traits:
    Acid
    Bludgeoning
    Chain
    Magic
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
    If proficient, discard to evade a monster you encounter.
    Arsenal Card 3:
    Sable Company Leathers
    CotCT
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Acrobatics
    Fortitude 10
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
    Arsenal Card 4:
    Salvator Scream
    CotCT
    Ally 4
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 10
    OR Knowledge 9
    On a local Knowledge or Perception check, recharge to add 1d8.
    Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
    Arsenal Card 5:
    Deathbane Sling
    CotCT
    Weapon 5
    Traits:
    Bludgeoning
    Magic
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
    On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
    Arsenal Card 6:
    Fate-reader Lenses
    CotCT
    Item 3
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Arcane
    Divine
    Perception 8
    On any Perception check, reveal to add 1d10.
    Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
    Arsenal Card 7:
    Seeking Longbow
    CotCT
    Weapon 3
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Location #2: Manor
    Urban
    At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Search your deck for a card and draw it.
    M: 0 Ba: 0 W: 0 Sp: 2 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: None
    Manor Card 1:
    Landshark Whelp
    CotCT
    Ally 4
    Traits:
    Aberration
    To Acquire:
    Wisdom
    Survival 9
    On a local combat check, freely banish to add 2d6 and the Piercing trait.
    Banish to explore. This exploration, you may ignore cards' before acting powers.

    DURING RECOVERY
    You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.

    Manor Card 2:
    Jasan Adriel
    CotCT
    Ally 4
    Traits:
    Human
    Spy
    To Acquire:
    Charisma
    Diplomacy 11
    OR Knowledge 10
    On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.
    This exploration, when you would encounter a story bane, another local character may encounter it instead.
    Manor Card 3:
    Scrying
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    OR Wisdom
    Divine 13
    Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
    Shuffle the location, then reload any set-aside cards into the location in any order.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 16 or Divine 15 check to recharge it instead.

    Manor Card 4:
    Totem Klar
    CotCT
    Armor 4
    Traits:
    Magic
    Offhand
    Piercing
    Respect
    Shield
    To Acquire:
    Constitution
    Fortitude
    Melee
    Survival 11
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    Manor Card 5:
    Ambrosia
    Core
    Item 3
    Traits:
    Alchemical
    Liquid
    Healing
    To Acquire:
    IntelligenceCraft 12
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 14 check to recharge this card.
    Manor Card 6:
    Instrument of Agony
    CotCT
    Spell 4
    Traits:
    Divine
    Magic
    Veteran
    To Acquire:
    Wisdom
    Divine 10
    Display next to a character. While displayed:
    * On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
    * At the end of the turn, banish.

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

    Manor Card 7:
    Blue War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 4
    Display. While displayed:
    * When you defeat a monster, after the encounter, you may discard a card to move.
    * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.

    Location #3: Reading Room
    Sacred
    Urban
    At This Location: On your check, if the hour is Harrow, add 1.
    When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
    When Permanently Closed: Heal a blessing.
    M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 0
    Located/Displayed Here: None
    Reading Room Card 1:
    Divine Blaze
    CotCT
    Spell 4
    Traits:
    Attack
    Divine
    Fire
    Magic
    To Acquire:
    Wisdom
    Divine 12
    For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.

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

    Reading Room Card 2:
    The Healing Light
    Core
    Blessing 3
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: Characters cannot suffer scourges.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless. If the character succeeds at the check, heal them for a card.
    Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
    Reading Room Card 3:
    Lady Luck
    Core
    Blessing 3
    Traits:
    Deity: Desna
    Divine
    When this is the hour: When you play a blessing, you may give a card to any character.
    To Acquire:
    Wisdom
    Divine
    Perception 8
    On any check, freely discard to reroll.
    Discard to move, then explore.
    Reading Room Card 4:
    Breath of Life
    CotCT
    Spell 5
    Traits:
    Divine
    Magic
    Healing
    To Acquire:
    WisdomDivine 13
    Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.

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

    Reading Room Card 5:
    Red Mantis Mask
    CotCT
    Item 3
    Traits:
    Accessory
    Deity: Achaekek
    Magic
    Red Mantis
    To Acquire:
    Constitution
    Fortitude 8
    On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead.
    On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8.
    Reading Room Card 6:
    The Dance
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, discard to bless twice.
    Discard to explore.
    Reading Room Card 7:
    Ruan Mirukova
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 12
    On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
    Discard to explore; you may first heal a card.

    Location #4: Stable
    Urban
    At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
    When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 0
    Located/Displayed Here: None
    Stable Card 1:
    Wand of Enervation
    Core
    Item 3
    Traits:
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 10
    On any combat check, bury or banish to decrease the difficulty by 2d4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.
    Stable Card 2:
    Maiden's Helm
    CotCT
    Armor 3
    Traits:
    Gray Maiden
    Heavy Armor
    Helm
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 10
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer Combat damage, freely reveal to reduce it by 2.
    On your Diplomacy check, reveal to add 1d6.
    After playing this armor, you may not play a Helm boon this encounter.
    Stable Card 3:
    Sable Company Marine
    CotCT
    Ally 3
    Traits:
    Human
    Soldier
    To Acquire:
    Dexterity
    Ranged 11
    THEN Charisma
    Diplomacy 10
    On the first combat check of a turn, if it is local, recharge to add 1d8.
    Discard to explore. This exploration, on your first combat check, add 1d8.
    Stable Card 4:
    Djinn
    Core
    Ally 3
    Traits:
    Genie
    Outsider
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 12
    Recharge to draw a card, then shuffle your deck.
    Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
    Stable Card 5:
    Andachi
    CotCT
    Ally 5
    Traits:
    Ghost
    Undead
    To Acquire:
    Charisma
    Diplomacy 12
    OR Bury A Divine Boon 0
    Display. While displayed:
    * On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
    * At the end of the turn, banish.
    Bury to explore; you may bury a Divine boon to reload instead.

    Location #5: Chambers
    Underground
    Urban
    At This Location: When you fail to acquire a boon, shuffle it into its location.
    When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: None
    Chambers Card 1:
    Red War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 7
    Display. While displayed:
    * When you suffer Electricity or Fire damage, reduce it by 3.
    * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Chambers Card 2:
    Volcanic Storm
    Core
    Spell 3
    Traits:
    Arcane
    Attack
    Bludgeoning
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 11
    For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
    Chambers Card 3:
    Wand of Flame
    Core
    Item 2
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic
    Veteran
    Wand
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 11
    For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
    Chambers Card 4:
    Enhance
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Magic
    Veteran
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    Freely display next to a local character and choose a skill. While displayed:
    * On their checks using that skill, add 1+#.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
    Chambers Card 5:
    Raccoon
    Core
    Ally 3
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 12
    On a local Dexterity non-combat or Disable check, recharge to add 1d8.
    Discard to explore. If you encounter a barrier, you may evade it and explore.
    Chambers Card 6:
    Skoan-quah Boneslayer
    CotCT
    Ally 4
    Traits:
    Human
    Ranger
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat The Danger
    Display. While displayed:
    * On all Dexterity and Survival checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Dexterity and Survival checks, add 3.

    Location #6: Library
    Urban
    At This Location: On your check against a spell or a Book boon, add 1d6.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: You may heal a discarded or buried Book card.
    M: 0 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: None
    Library Card 1:
    Death's Touch
    CotCT
    Spell 4
    Traits:
    Arcane
    Attack
    Divine
    Magic
    Undead
    To Acquire:
    Intelligence
    Arcane 11
    OR Wisdom
    Divine 13
    For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.

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

    Library Card 2:
    Steal Soul
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    Divine
    To Acquire:
    IntelligenceArcane 12
    OR WisdomDivine 10
    When a local character defeats a monster that is not immune to Attack, display. While displayed:
    * On your checks, add 1d4.
    * At the end of the scenario, banish; if proficient, discard instead.
    Library Card 3:
    Headband of Mental Superiority
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Charisma 13
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
    Library Card 4:
    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.
    Library Card 5:
    Divine Fortune
    CotCT
    Spell 3
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 11
    Display. While displayed:
    * On local checks, add 1d6.
    * At the start of your turn, banish.

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

    Library Card 6:
    Belt of Physical Might
    CotCT
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 13
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.


    Ramexes Deck Handler STR d8 (+2) (Melee +3) | DEX d6 | CON d8 | INT d6 | WIS d4 | CHA d10 (+4) (Divine +1) (Diplomacy +2)

    Move to Random Location: 1d6 ⇒ 4
    I am actually at the Stables


    Female Human | My Deck Handler Psychic / Arcane+Occultist+Ranged (12789-1020)

    Random Location: 1d6 ⇒ 5 At Chambers instead of Reading Room..This means my one combat check is one off...will use PAIZO REROLL
    PAIZO REROLL DC 20: 20 - 1 + 1d4 ⇒ 20 - 1 + (3) = 22 turn is as listed above except for current location


    Deck Handler

    Hour of the Foreign Trader
    On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.

    Ranzak moves to 1d6 ⇒ 3 Reading Room.
    Hour is harrow

    Free explore of Siege #1: Assassination Attempt
    AA BA: Summon and counter RMA

    RMA BA: Discard Chakram to ignore

    RMA CtD: Reveal Snakebite Dagger (trigger its poison), reveal Embalming Fluid, trigger Room
    Combat 10+5+5=20: 1d10 + 4 + 1d4 + 1 + 1d8 + 2 + 1 ⇒ (5) + 4 + (4) + 1 + (7) + 2 + 1 = 24 Success

    Embalming Fluid check, revealing Tools: Disable 7: 1d10 + 4 + 1d8 ⇒ (7) + 4 + (2) = 13 Success

    AA CtD: trigger Room
    Fort 5+5=10: 1d12 + 1 + 1 ⇒ (3) + 1 + 1 = 5 Discard Blessing of the Savored Sting
    Fort 5+5=10: 1d12 + 1 + 1 + 2d12 ⇒ (3) + 1 + 1 + (12, 2) = 19 Success
    Reading Room is marked with a trap counter

    End turn
    Ablaze: 1d4 - 2 ⇒ (3) - 2 = 1 Draw Angelic Armor to absorb
    Display Armor and draw up.

    Ranzak wrote:

    Hand: Snakebite Dagger, Limning Starknife, Corrosion, Thieves' Tools (Core), Embalming Fluid, Cerulean Mastermind, Forensic Physician, Blessing of Yaezhing,

    Displayed: Angelic Armor,
    Deck: 9 Discard: 3 Buried: 0
    Hero Points: 2
    Used Accessory re-roll: N
    NOTES:
    Available Support: Daggers, Mastermind, Corrosion, and Blessing (esp if hour has Dex to acquire) are available
    Other: Will attempt to acquire any boon others fail to acquire (if it's straightforward, feel free to bot).

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Master of Masters, Steel Ibis Lamellar, Gem of Physical Prowess (Core), Staff of Minor Healing (Core), Ring of Regeneration, Blessing of the Quartermaster, Blessing of Wadjet, Boots of Alacrity, Venomous Dagger
    Recharged:
    Discard Pile: The Locksmith, Galvanic Chakram +1, Blessing of the Savored Sting,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2 ☐ +3
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3
    Disable: Dex +1
    Stealth: Dex +1
    Constitution d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Fortitude: Con +1
    Intelligence d4
    Wisdom d4 ☐ +1 ☐ +2 ☐ +3
    Survival: Wis +3
    Charisma d6 ☑ +1 ☐ +2

    Favored Card: None
    Hand Size: 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
    Proficiencies:
    Weapons, ☑ Armor
    POWERS:
    If there is another local character, you may evade a bane; a random other local character encounters it instead.
    On your check to acquire a boon, add 1d4 (☑ +1) (☑ +3).
    When you acquire a boon on your turn, you may roll 1d6; on a (☑ 3,) 4, 5, or 6, explore your location.
    ☑ If another local character fails to acquire a boon, you may attempt a check to acquire it.
    ☐ When you close or guard your location, draw a new plunder card.
    ☐ You may discard a card from the hourglass to explore your location.
    When you defeat a barrier, you may mark your location to represent setting a trap. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.


    Deck Handler // Tier 6.2 // 0 Hero Points // Looking for Item 6 > Armor 5 > Ally 6 > Armor 6

    Hour of The Prince of Pain. At start of turn, reveal Headband of the Wolf to recharge Aspect of the Wolf from my discards. Move to 1d6 ⇒ 1 Arsenal at the end of my move step (so, stay put). Explore.

    Siege Deck 2: Symbol of Insanity. When encountering a barrier, draw a card per character power (Blessing of the Ancients). Character power adds 1d6. Discard Gozreh to bless. Divine 12: 2d8 + 5 + 1d6 ⇒ (5, 1) + 5 + (2) = 13 Success. Discard Leryn to explore.

    Siege Deck 3: Wyvern. When encountered, use Hour power to draw a card (Blessing of Erastil) then discard the top card of my deck (Thorn Bow). Cannot pass the BA check (and a blessing still takes me to below 50%) so suffer 1 Poisoned damage, discarding Headband of the Wolf, and the scourge Poisoned. Reveal Marksman's Bow. Leryn adds 1d8. Location adds 1. Combat 18: 1d10 + 1d6 + 11 + 1d8 + 1 ⇒ (7) + (5) + 11 + (5) + 1 = 29 Defeated. For defeating a monster, examine top card of deck: Fox. It's an Animal so I draw it.

    Discard Blessing of the Ancients to examine top card of Siege Deck: Gargoyle. Then explore. Hour power lets me draw a card (Cure) and then discard the top card of my deck (Hatchetbird).

    Siege Deck 4: Gargoyle. Reveal Marksman's Bow. Recharge Old Deadeye to bless. Location adds 1. Combat 21: 2d10 + 1d6 + 11 + 1 ⇒ (1, 4) + (6) + 11 + 1 = 23 Defeated. For defeating a monster, examine top card of deck: Archer's Bracers. Not an Animal so it stays on top.

    Send Cure to recovery to heal 1d4 + 1 ⇒ (3) + 1 = 4 cards: Thorn Bow, Leryn (ally), Headband of the Wolf, Hatchetbird. End turn, suffer 1d4 - 2 ⇒ (3) - 2 = 1 Fire damage from Ablaze (discard Mammoth Hide Armor). Then recover Cure: recharge Fox to add 1d4. Divine 8: 1d8 + 5 + 1d4 ⇒ (6) + 5 + (2) = 13 Recharged. After resetting, randomly recharge Balmberry (booooo!)

    Adowyn wrote:

    Hand: Blessing of Erastil, Thorn Bow, Lamashtu's Madness, Marksman's Bow, Headband of the Wolf,

    Displayed: Leryn (Cohort),
    Deck: 11 Discard: 4 Buried: 0
    Current Location: Arsenal
    Hero Points: 1
    6-5C Playmat: available
    6-5C Reroll: used // Adowyn has the following scourges marked:
    Poisoned:
    While Marked:
    After you reset, recharge a random card.

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


    NOTES:
    Available Support: Use anything marked feel free to use without asking.
    Feel free to use:
    - Blessing of Erastil: On any check, discard to bless (twice on a Ranged Combat check).
    - Lamashtu's Madness: On any check against a monster, discard to bless twice.
    Ask in Discord before using:
    - N/A
    Movement: N/A

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Nirmathas Longbow, Efficient Quiver, Leryn (Ally), Blessing of Old Deadeye, Archer's Bracers, Hatchetbird, Aspect of the Wolf, Major Cure
    Recharged: Fox, Cure, Balmberry,
    Discard Pile: Snow Leopard, Blessing of Gozreh, Blessing of the Ancients, Mammoth Hide Armor,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Ranged: Dexterity +3
    Disable: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Divine: Wisdom +2
    Survival: Wisdom +2
    Perception: Wisdom +2 (while Leryn is displayed)
    Charisma d6 ☐ +1 ☐ +2
    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Weapons, Divine
    POWERS:
    After you defeat a monster (☐ or a barrier), you may examine the top card of your deck; if it has the Animal trait (☐ or is a weapon), you may draw it. (☐ Then you may recharge the top card of your deck.)
    You may recharge a card to evade a bane you encounter (☐ or discard a card to allow another character at your location to do so). Then you may examine the top card of your location deck (☑ and you may put it under the top card of that deck).
    ☑ Add 1d6 to the first check of your turn (☑ and to all checks during the first exploration of your turn).
    ☑ When you encounter a barrier, you may draw a card.
    ☑ You gain the skill Disable: Dexterity +2.
    ☐ You gain the skill Stealth: Dexterity +2.

    Siege Deck 2-4 banished.


    Female Human | My Deck Handler Psychic / Arcane+Occultist+Ranged (12789-1020)

    Out of Turn Updates: Adowyn used blessing for perception check but not Lens...since it was brought up on my very next turn which happened to be the immediate one as well, and the blessing was already given/recharged and rolling the d10 is the simplest retcon to the situation since all that does is determine if accessory reroll is still available doing that
    Adowyn DC 11: 1d10 + 9 ⇒ (6) + 9 = 15 Accessory reroll for Adowyn is still available
    Turn Order: Rivani/Zalarian, Ramexes/Gimry, Ranzak/Iceman91, Adowyn/skizzerz
    if random character, using Self as #1

    Turn - Hour: 6 - Hourglass Card 2 Rivani/Zalarian The Eternal Rose
    Hour Rules: When you encounter a monster, you may evade it.

    SOT: None
    Give Card: None
    Move to Random location: 1d6 ⇒ 6 Moved to Library

    Second Sight:
    During your move step, instead of moving or after moving, you may examine the top card or the top 3 cards of your location deck, then you may shuffle the deck.

    Move Step: randomly moved..see above
    examine top 3 cards of location deck
    Siege Deck Card 5: Cave Bear
    Siege Deck Card 6: Red Mantis Ambush
    Siege Deck Card 7: Henchman Proxy B2

    Location Powers: On your check against a spell or a Book boon, add 1d6.

    Will recharge Dust of Revealing to examine and encounter bear
    Encounter: Siege Deck Card 5: Cave Bear

    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.

    for Before Acting, Recharge Clairvoyance to use Knowledge plus steal soul and headband
    INT Knowledge Perception Check DC 6+10=16: 1d12 + 6 + 1d10 + 1 + 2d4 ⇒ (12) + 6 + (8) + 1 + (3, 3) = 33 Success will discard The foreign trader for survival check; steal soul adds 1d4
    Untrained survival Skill Check DC 6+5=11: 1d4 + 1d4 + 1d12 + 1d4 ⇒ (4) + (2) + (12) + (4) = 22 Success

    Free Explore: Siege Deck Card 6: Red Mantis Ambush

    Red Mantis Ambush:

    CotCT
    Barrier 4
    Traits:
    Red Mantis
    Skirmish
    To Defeat:
    None 0
    Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
    Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.

    Random Roll: 1d3 ⇒ 21d3 ⇒ 3 Ranzak encounters Red Mantis Assassin and Adowyn encounters Ashwing Gargoyle; Since the hour allows it will assume they evade their monsters

    Red Mantis Assassin:

    Story Bane
    Type: Monster
    Traits: Assassin Human Red Mantis Veteran
    To Defeat: Combat 10+##
    Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded.


    Wisdom Check DC 4+5=9: 1d8 + 2d4 ⇒ (6) + (3, 2) = 11 Success; will send Lightning Bolt to recovery revealing headband + steal soul
    Arcane INT Check DC 10+10=20: 1d12 + 6 + 3d6 + 2d4 ⇒ (6) + 6 + (2, 4, 3) + (1, 4) = 26 Success

    Rivani Ends her turn
    Ablaze Damage: 1d4 - 2 ⇒ (1) - 2 = -1 No damage

    Reminder of Scenario changes:

    Harrow Suit: Hammers
    Base Powers: No base this scenario
    After you use the Base's power to recharge cards, you may move or shuffle your deck.
    When you close a location and move to the Base, you may immediately explore it once.

    Shared Tracker (Hands/Loot/Supporters)

    During This Scenario: Setup When building the locations, set aside the banes in a siege pile, then shuffle in a number of non-closing henchmen Red Mantis Assassins—Proxy A and Assassination Attempts—Proxy B equal to the number of characters.

    During This Scenario: When you would explore, instead encounter the top card of the siege pile as if it were the top card of your location. If it is not defeated, shuffle it into the siege pile.

    While using a power that examines cards, you may treat the siege pile as your location.

    When a bane is undefeated, banish the top card of your location and of an unoccupied location; when a location has no cards, it closes automatically.

    At the end of your move step, you may move to a random location; if you do not, banish the top card of that location.

    When the last location closes, you lose.

    To win, empty the siege pile.

    Wildcards
    Ablaze:At the end of your turn, suffer 1d4-2 Fire damage. The assassins have also set the Countess' chambers ablaze.
    Monstrous: When building the locations, add 6 monsters, distributed as evenly as possible. More than just assassins have been sent after the Countess.

    Rivani attempts to recover all cards in her Recovery pile.
    Rivani (Phrenic Master) attempts to recover all cards in her Recovery pile. Location adds 1d6+ headband + steal soul
    Lightning Bolt: Arcane 10: 1d12 + 6 + 2d4 + 1d6 ⇒ (9) + 6 + (4, 3) + (5) = 27 -> Lightning Bolt automatically recharged .

    Rivani resets her hand.

    "

    Rivani (Phrenic Master) wrote:

    Hand: Vindicator, Headband of Mental Superiority, The Peacock, Blessing of the Sages, The First, Fortune-teller, The Lady of Mysteries, Fly#Core,

    Displayed: False Life, Infernal Healing, Steal Soul,
    Deck: 8 Discard: 1 Buried: 0
    Hero Points: 2
    reroll last used: 6-5C / Hero Point: 6-5A
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move order preference: N/A
    Other: Upgrade List: Spell 5 (Disintegrate), Spell 3 (Chain Lightning)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bound Imp, Leech, Fate-reader Lenses
    Recharged: Vampiric Touch, Life Drain, Dust of Revealing, Clairvoyance, Lightning Bolt,
    Discard Pile: The Foreign Trader,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Arcane: Intelligence +2
    Knowledge: Intelligence +2
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    -Ranged: Knowledge (with recharge)
    -Perception: Knowledge (with recharge)
    -Acrobatics: Knowledge (with recharge)
    -Craft: Knowledge (with recharge)
    -Disable: Knowledge (with recharge)

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    Mental
    POWERS:
    For your Perception or Ranged (☑ or Acrobatics, Craft or Disable) check, you may recharge a card to use your Knowledge skill instead.
    You may discard (☐ or recharge) a spell (☐ or a boon) to add 1d4 to your Arcane check. ( or to evade a barrier you encounter) (☐ or to evade a boon you encounter, then
    you may explore again).
    ☑ During your move step, instead of moving (☑ or after your move), you may examine the top card (☑ or top 3 cards) of your location deck, then you may shuffle the deck.
    ☑ When you would discard cards as damage, you may recharge up to 2 (☐ 4) of those cards instead.

    "

    [u]Summary[/u]
    Current Location: Library
    Acquired: None
    Banished: Siege Deck Card 5: Cave Bear
    Siege Deck Card 6: Red Mantis Ambush

    Examined: Siege Deck Card 7: Henchman Proxy B2
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): Adowyn still has use of accessory reroll


    Ramexes Deck Handler STR d8 (+2) (Melee +3) | DEX d6 | CON d8 | INT d6 | WIS d4 | CHA d10 (+4) (Divine +1) (Diplomacy +2)

    ========================
    Ramexes starts his turn.
    Hour: The Savored Sting
    Hour Power:On your checks while you avenge, bless.
    Location: Arsenal
    Location Power:On your combat check, add 1 for each weapon played.
    During This Adventure:
    Scenario Powers:

  • At the end of your move step, you may move to a random location; if you do not, banish the top card of that location.
  • Wildcards
  • Ablaze:At the end of your turn, suffer 1d4-2 Fire damage. The assassins have also set the Countess' chambers ablaze.
  • Monstrous: When building the locations, add 6 monsters, distributed as evenly as possible.More than just assassins have been sent after the Countess.

    Random Location: 1d6 ⇒ 1
    Move to Arsenal

    Assassination Attempt:

    Story Bane
    Type: Barrier
    Traits: Skirmish Red Mantis Veteran
    To Defeat: Combat 14+## OR Fortitude 5+#
    Before acting, a local character summons and encounters the story bane Red Mantis Assassin. If it is not defeated, this card is undefeated. If undefeated, bury either an armor or a Healing card, or banish the top 5 cards of the hourglass and bury your discards.

    Going to leave this here. Won't be able to finish probably until this evening, but want to make sure the Random location stays because it will effect things.


  • During This Adventure:

    Spoiler:

    At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventures harrow suit as being level #.
    Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)

    When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

    Start with all level 0, 1, 2, 3, 4, and 5 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, and 2 non-Veteran banes and you may remove any Level 0, 1, and 2 non-Veteran, non-blessing boons.

    Harrow Suit: Hammers

    Base Powers: No base this scenario
    After you use the Base's power to recharge cards, you may move or shuffle your deck.
    When you close a location and move to the Base, you may immediately explore it once.

    Shared Tracker (Hands/Loot/Supporters)

    During This Scenario: Setup When building the locations, set aside the banes in a siege pile, then shuffle in a number of non-closing henchmen Red Mantis Assassins—Proxy A and Assassination Attempts—Proxy B equal to the number of characters.

    During This Scenario: When you would explore, instead encounter the top card of the siege pile as if it were the top card of your location. If it is not defeated, shuffle it into the siege pile.

    While using a power that examines cards, you may treat the siege pile as your location.

    When a bane is undefeated, banish the top card of your location and of an unoccupied location; when a location has no cards, it closes automatically.

    At the end of your move step, you may move to a random location; if you do not, banish the top card of that location.

    When the last location closes, you lose.

    To win, empty the siege pile.

    Wildcards
    Ablaze:At the end of your turn, suffer 1d4-2 Fire damage. The assassins have also set the Countess' chambers ablaze.
    Monstrous: When building the locations, add 6 monsters, distributed as evenly as possible. More than just assassins have been sent after the Countess.

    Additional Rules: Story Banes

    Danger: Red Mantis Assassin
    Villain: None
    Henchmen (Closing): None

    Red Mantis Assassin:

    Story Bane
    Type: Monster
    Traits: Assassin Human Red Mantis Veteran
    To Defeat: Combat 10+##
    Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded.

    Assassination Attempt:

    Story Bane
    Type: Barrier
    Traits: Skirmish Red Mantis Veteran
    To Defeat: Combat 14+## OR Fortitude 5+#
    Before acting, a local character summons and encounters the story bane Red Mantis Assassin. If it is not defeated, this card is undefeated. If undefeated, bury either an armor or a Healing card, or banish the top 5 cards of the hourglass and bury your discards.

    Scenario Level (#): 5

    Turn: 7, Ramexes/Gimry

    Random Cards:

    Monsters
    Spoiler:
    Guardian Zombie
    CotCT
    Monster 2
    Traits:
    Undead
    Zombie
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Cold, Electricity, Mental and Poison.
    If undefeated, suffer the scourge Plagued.

    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:
    Ghast
    Core
    Monster 3
    Traits:
    Ghoul
    Undead
    Veteran
    To Defeat:
    Combat 13+##
    Immune to Mental and Poison.
    Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
    If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    Thundering Earthbreaker
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Bludgeoning
    Hammer
    Magic
    Melee
    Respect
    To Acquire:
    Strength
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, reload to add 1d12.
    After playing this weapon, you may not play an Offhand boon this encounter.

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

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


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

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


    Spoiler:
    Quickened Ray
    CotCT
    Spell 5
    Traits:
    Arcane
    Attack
    Divine
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 12
    On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.

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


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

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

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

    Spoiler:
    Stone-shard Breastplate
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.
    * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.

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

    Items
    Spoiler:
    Ring of Immolation
    CotCT
    Item 5
    Traits:
    Accessory
    Fire
    Magic
    Veteran
    To Acquire:
    Constitution
    Fortitude 8
    OR Intelligence
    Arcane 9
    When you suffer Cold damage, freely reveal to reduce it by 4.
    On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.

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

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

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

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

    Allies
    Spoiler:
    Lyrune-quah Moon Maiden
    CotCT
    Ally 5
    Traits:
    Barbarian
    Human
    Loot
    Respect
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat A Monster 0
    Display. While displayed:
    * On all combat and Fortitude checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all combat and Fortitude checks, add 3.

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

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

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


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

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

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

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

    Spoiler:
    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 First
    Core
    Blessing 3
    Traits:
    Deity: Asmodeus
    Divine
    When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
    Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.

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

    Current Hour:

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

    Hours Remaining: 23

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card -1 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card -1 Ranzak/Iceman91
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    Veteran
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Hourglass Card 0 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 0 Adowyn/skizzerz
    The Twin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, the first item or ally played is played freely.
    To Acquire:
    Charisma
    Stealth 4+#
    When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
    Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
    Hourglass Card 1 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 1 Rivani/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 2 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 2 Ramexes/Gimry
    The Publican
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would discard an ally, recharge it instead.
    To Acquire:
    Wisdom
    Diplomacy 4+#
    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
    Hourglass Card 3 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 3 Ranzak/Iceman91
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 4 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 4 Adowyn/skizzerz
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played.
    To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Hourglass Card 5 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 5 Rivani/Zalarian
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
    Hourglass Card 6 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 6 Ramexes/Gimry
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 7 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 7 Ranzak/Iceman91
    The Lady of Mysteries
    Core
    Blessing 3
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless.
    On a check against an Undead bane, recharge to bless.
    Discard to draw 3 cards, then recharge 3 cards, then you may explore.
    Hourglass Card 8 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 8 Adowyn/skizzerz
    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 9 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 9 Rivani/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 10 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 10 Ramexes/Gimry
    Master of Masters
    Core
    Blessing 3
    Traits:
    Deity: Irori
    Divine
    When this is the hour: On your check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 8
    On any check, discard to bless.
    On your check, discard to bless twice.
    Discard to explore. This exploration, you may reroll any dice showing 1.
    Hourglass Card 11 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 11 Ranzak/Iceman91
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    Veteran
    When this is the hour: You may avenge by discarding a card.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 12 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 12 Adowyn/skizzerz
    The Wind and the Waves
    Core
    Blessing 3
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: At the start of the turn, any character may recharge a card to move.
    To Acquire:
    Wisdom
    Divine
    Survival 8
    On a local check, discard to bless.
    After the roll, if it is a check to close or to guard, the character may reroll.
    Discard to let a local character move, then you may explore.
    Hourglass Card 13 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 13 Rivani/Zalarian
    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 14 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 14 Ramexes/Gimry
    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 15 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 15 Ranzak/Iceman91
    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 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 16 Adowyn/skizzerz
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 17 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 17 Rivani/Zalarian
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.
    Hourglass Card 18 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 18 Ramexes/Gimry
    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.
    Hourglass Card 19 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 19 Ranzak/Iceman91
    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.
    Hourglass Card 20 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 20 Adowyn/skizzerz
    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.
    Hourglass Card 21 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 21 Rivani/Zalarian
    Our Lord In Iron
    Core
    Blessing 3
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 8
    On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
    Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.

    Siege Deck
    M: 6 Ba: 5 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 6
    Siege Deck Card 1 (Henchman Proxy B2):

    Henchman Proxy B2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Siege Deck Card 2:

    Haunt
    Core
    Barrier 2
    Traits:
    Task
    Trigger
    Undead
    Veteran
    To Defeat:
    Charisma
    Diplomacy 8+#
    OR Divine 6+#
    When examined, suffer the scourge Frightened.
    Cannot be evaded.
    If undefeated, suffer the scourge Drained.
    Siege Deck Card 3:

    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Siege Deck Card 4:

    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    Veteran
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.
    Siege Deck Card 5:

    Dispelling Mist
    CotCT
    Barrier 4
    Traits:
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable 12
    OR Arcane
    Divine 15
    If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
    * At the start and end of your turn, recharge a random Magic boon.
    * When this location is closed, banish this barrier.
    Siege Deck Card 6:

    Bloodbug Swarm
    CotCT
    Monster 4
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 10
    THEN Combat 11
    THEN Combat 12
    Vulnerable to Attack.
    If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.
    Siege Deck 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.
    Siege Deck Card 8:

    Summoning Trap
    Core
    Barrier 3
    Traits:
    Skirmish
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    If undefeated, reload a new monster into your location, then banish this barrier.
    Siege Deck Card 9:

    Cursed Statue
    CotCT
    Barrier 5
    Traits:
    Curse
    Trigger
    To Defeat:
    Wisdom
    Disable
    Perception 10
    When examined, suffer the scourges Dazed, Drained, and Entangled.
    If undefeated, suffer the scourges Dazed, Drained, and Entangled.
    Siege Deck Card 10:

    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.
    Siege Deck Card 11:

    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.
    Siege Deck Card 12:

    Xenarth
    CotCT
    Monster 4
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 24
    Immune to Electricity and Poison.
    Before acting, each local character suffers 2 Acid Damage.
    If undefeated, suffer the scourge Poisoned.
    Siege Deck Card 13:

    Henchman Proxy B4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Siege Deck Card 14:

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

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

    Siege Deck Card 15:

    Henchman Proxy B3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Siege Deck Card 16:

    Fury Devil
    CotCT
    Monster 5
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 23
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
    If undefeated, each local character suffers 1d4 Force damage.
    Siege Deck Card 17:

    Chimera
    Core
    Monster 3
    Traits:
    Aberration
    Chimera
    To Defeat:
    Combat 9
    THEN Combat 10
    THEN Combat 11
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, 3 random local characters suffer 1d4 Combat damage.

    Location #1: Arsenal
    Underground
    Urban
    At This Location: On your combat check, add 1 for each weapon played.
    When Closing: Summon and acquire a weapon.
    When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
    M: 0 Ba: 0 W: 3 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Ramexes/Gimry, Adowyn/skizzerz, None

    Arsenal Card 1:
    Voidglass Armor
    Core
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    Display. While displayed:
    * When you suffer any damage, you may recharge to reduce it by 1.
    * When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    Arsenal Card 2:
    Acidic Bolas
    CotCT
    Weapon 3
    Traits:
    Acid
    Bludgeoning
    Chain
    Magic
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
    If proficient, discard to evade a monster you encounter.
    Arsenal Card 3:
    Sable Company Leathers
    CotCT
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Acrobatics
    Fortitude 10
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
    Arsenal Card 4:
    Salvator Scream
    CotCT
    Ally 4
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 10
    OR Knowledge 9
    On a local Knowledge or Perception check, recharge to add 1d8.
    Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
    Arsenal Card 5:
    Deathbane Sling
    CotCT
    Weapon 5
    Traits:
    Bludgeoning
    Magic
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
    On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
    Arsenal Card 6:
    Fate-reader Lenses
    CotCT
    Item 3
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Arcane
    Divine
    Perception 8
    On any Perception check, reveal to add 1d10.
    Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
    Arsenal Card 7:
    Seeking Longbow
    CotCT
    Weapon 3
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Location #2: Manor
    Urban
    At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Search your deck for a card and draw it.
    M: 0 Ba: 0 W: 0 Sp: 2 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: None
    Manor Card 1:
    Landshark Whelp
    CotCT
    Ally 4
    Traits:
    Aberration
    To Acquire:
    Wisdom
    Survival 9
    On a local combat check, freely banish to add 2d6 and the Piercing trait.
    Banish to explore. This exploration, you may ignore cards' before acting powers.

    DURING RECOVERY
    You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.

    Manor Card 2:
    Jasan Adriel
    CotCT
    Ally 4
    Traits:
    Human
    Spy
    To Acquire:
    Charisma
    Diplomacy 11
    OR Knowledge 10
    On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.
    This exploration, when you would encounter a story bane, another local character may encounter it instead.
    Manor Card 3:
    Scrying
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    OR Wisdom
    Divine 13
    Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
    Shuffle the location, then reload any set-aside cards into the location in any order.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 16 or Divine 15 check to recharge it instead.

    Manor Card 4:
    Totem Klar
    CotCT
    Armor 4
    Traits:
    Magic
    Offhand
    Piercing
    Respect
    Shield
    To Acquire:
    Constitution
    Fortitude
    Melee
    Survival 11
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    Manor Card 5:
    Ambrosia
    Core
    Item 3
    Traits:
    Alchemical
    Liquid
    Healing
    To Acquire:
    IntelligenceCraft 12
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 14 check to recharge this card.
    Manor Card 6:
    Instrument of Agony
    CotCT
    Spell 4
    Traits:
    Divine
    Magic
    Veteran
    To Acquire:
    Wisdom
    Divine 10
    Display next to a character. While displayed:
    * On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
    * At the end of the turn, banish.

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

    Manor Card 7:
    Blue War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 4
    Display. While displayed:
    * When you defeat a monster, after the encounter, you may discard a card to move.
    * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.

    Location #3: Reading Room
    Sacred
    Urban
    At This Location: On your check, if the hour is Harrow, add 1.
    When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
    When Permanently Closed: Heal a blessing.
    M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 0
    Located/Displayed Here: Ranzak/Iceman91, Trap Counter
    Reading Room Card 1:
    Divine Blaze
    CotCT
    Spell 4
    Traits:
    Attack
    Divine
    Fire
    Magic
    To Acquire:
    Wisdom
    Divine 12
    For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.

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

    Reading Room Card 2:
    The Healing Light
    Core
    Blessing 3
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: Characters cannot suffer scourges.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless. If the character succeeds at the check, heal them for a card.
    Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
    Reading Room Card 3:
    Lady Luck
    Core
    Blessing 3
    Traits:
    Deity: Desna
    Divine
    When this is the hour: When you play a blessing, you may give a card to any character.
    To Acquire:
    Wisdom
    Divine
    Perception 8
    On any check, freely discard to reroll.
    Discard to move, then explore.
    Reading Room Card 4:
    Breath of Life
    CotCT
    Spell 5
    Traits:
    Divine
    Magic
    Healing
    To Acquire:
    WisdomDivine 13
    Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.

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

    Reading Room Card 5:
    Red Mantis Mask
    CotCT
    Item 3
    Traits:
    Accessory
    Deity: Achaekek
    Magic
    Red Mantis
    To Acquire:
    Constitution
    Fortitude 8
    On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead.
    On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8.
    Reading Room Card 6:
    The Dance
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, discard to bless twice.
    Discard to explore.
    Reading Room Card 7:
    Ruan Mirukova
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 12
    On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
    Discard to explore; you may first heal a card.

    Location #4: Stable
    Urban
    At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
    When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 0
    Located/Displayed Here: None
    Stable Card 1:
    Wand of Enervation
    Core
    Item 3
    Traits:
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 10
    On any combat check, bury or banish to decrease the difficulty by 2d4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.
    Stable Card 2:
    Maiden's Helm
    CotCT
    Armor 3
    Traits:
    Gray Maiden
    Heavy Armor
    Helm
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 10
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer Combat damage, freely reveal to reduce it by 2.
    On your Diplomacy check, reveal to add 1d6.
    After playing this armor, you may not play a Helm boon this encounter.
    Stable Card 3:
    Sable Company Marine
    CotCT
    Ally 3
    Traits:
    Human
    Soldier
    To Acquire:
    Dexterity
    Ranged 11
    THEN Charisma
    Diplomacy 10
    On the first combat check of a turn, if it is local, recharge to add 1d8.
    Discard to explore. This exploration, on your first combat check, add 1d8.
    Stable Card 4:
    Djinn
    Core
    Ally 3
    Traits:
    Genie
    Outsider
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 12
    Recharge to draw a card, then shuffle your deck.
    Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
    Stable Card 5:
    Andachi
    CotCT
    Ally 5
    Traits:
    Ghost
    Undead
    To Acquire:
    Charisma
    Diplomacy 12
    OR Bury A Divine Boon 0
    Display. While displayed:
    * On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
    * At the end of the turn, banish.
    Bury to explore; you may bury a Divine boon to reload instead.

    Location #5: Chambers
    Underground
    Urban
    At This Location: When you fail to acquire a boon, shuffle it into its location.
    When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: None
    Chambers Card 1:
    Red War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 7
    Display. While displayed:
    * When you suffer Electricity or Fire damage, reduce it by 3.
    * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Chambers Card 2:
    Volcanic Storm
    Core
    Spell 3
    Traits:
    Arcane
    Attack
    Bludgeoning
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 11
    For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
    Chambers Card 3:
    Wand of Flame
    Core
    Item 2
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic
    Veteran
    Wand
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 11
    For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
    Chambers Card 4:
    Enhance
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Magic
    Veteran
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    Freely display next to a local character and choose a skill. While displayed:
    * On their checks using that skill, add 1+#.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
    Chambers Card 5:
    Raccoon
    Core
    Ally 3
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 12
    On a local Dexterity non-combat or Disable check, recharge to add 1d8.
    Discard to explore. If you encounter a barrier, you may evade it and explore.
    Chambers Card 6:
    Skoan-quah Boneslayer
    CotCT
    Ally 4
    Traits:
    Human
    Ranger
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat The Danger
    Display. While displayed:
    * On all Dexterity and Survival checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Dexterity and Survival checks, add 3.

    Location #6: Library
    Urban
    At This Location: On your check against a spell or a Book boon, add 1d6.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: You may heal a discarded or buried Book card.
    M: 0 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Rivani/Zalarian, None
    Library Card 1:
    Death's Touch
    CotCT
    Spell 4
    Traits:
    Arcane
    Attack
    Divine
    Magic
    Undead
    To Acquire:
    Intelligence
    Arcane 11
    OR Wisdom
    Divine 13
    For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.

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

    Library Card 2:
    Steal Soul
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    Divine
    To Acquire:
    IntelligenceArcane 12
    OR WisdomDivine 10
    When a local character defeats a monster that is not immune to Attack, display. While displayed:
    * On your checks, add 1d4.
    * At the end of the scenario, banish; if proficient, discard instead.
    Library Card 3:
    Headband of Mental Superiority
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Charisma 13
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
    Library Card 4:
    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.
    Library Card 5:
    Divine Fortune
    CotCT
    Spell 3
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 11
    Display. While displayed:
    * On local checks, add 1d6.
    * At the start of your turn, banish.

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

    Library Card 6:
    Belt of Physical Might
    CotCT
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 13
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.


    Ramexes Deck Handler STR d8 (+2) (Melee +3) | DEX d6 | CON d8 | INT d6 | WIS d4 | CHA d10 (+4) (Divine +1) (Diplomacy +2)

    As discussed in chat, Adowyn will take the Assassin

    Red Mantis Assassin:

    Story Bane
    Type: Monster
    Traits: Assassin Human Red Mantis Veteran
    To Defeat: Combat 10+##
    Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded.

    Perception 9: 1d8 + 5 ⇒ (3) + 5 = 8
    Increase: 1d6 ⇒ 2

    Combat 22: 3d10 + 1d6 + 11 + 1 ⇒ (3, 9, 6) + (5) + 11 + 1 = 35
    Use Erastil to double bless

    Combat 24(14+5+5): 1d8 + 5 + 1d8 + 1 + 1d8 + 1 + 1d8 + 1 ⇒ (1) + 5 + (1) + 1 + (6) + 1 + (5) + 1 = 21

    Roll Details:

    Combat(Melee) - 1d8+5
    Ukwar Axe - 1d8+1
    Touch of Flame - 1d8+1
    Blessed - 1d8
    Location - 1

    Recharge BotGods (Treat as Savored Sting)

    Paizo Reroll: 1d8 + 5 + 1 + 1 + 6 + 1 + 5 + 1 ⇒ (1) + 5 + 1 + 1 + 6 + 1 + 5 + 1 = 21

    Been one of those days. Bury my Staff of Minor healing, and bury my discards

    Lose top card of Arsenal, Manor, Stable and Chambers

    Ablaze: 1d4 - 2 ⇒ (2) - 2 = 0

    "

    Ramexes wrote:

    Hand: Ukwar Axe, Divine Insight, Regill (Hellknight of the Nail), Abadar's Law, The Healing Light,

    Displayed: Angelic Armor,
    Deck: 12 Discard: 0 Buried: 3
    Current Location: Arsenal
    Hero Points: 0
    NOTES:
    Available Support:
  • Abadar's Law - Recharge for Acquire Checks
  • Healing Light - Bless/Heal if successful
    Other: Paizo reroll used for scenario 6-5C?: Y
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Thundering Earthbreaker, Giantbane Greataxe, Gorum's Iron, The Vision, Dragonbane Greatsword, Heat Metal, Our Lord In Iron, Lyrune-Qua Truthspeaker, Clib (Clockwork Librarian), Wand of Restorative Touch, Aqueous Orb
    Recharged: Blessing of the Gods,
    Discard Pile:
    Buried Pile: Staff of Minor Healing, Flamer (Druid of the Flame), Major Cure,

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

    Favored Card: Weapons
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
    Proficiencies:
    Weapons
    POWERS:
    When you defeat a monster, you may examine the top card (☑ or top 2 cards) of your location deck.
    You may recharge (☑ or reveal) a card that has the Divine trait to add 1d8 (☑ +1 ) and the Fire (☑ or Acid or Poison) trait to your combat check.
    You may bury an ally from your discard pile to explore your location.
    ☑ When you discard a weapon for its power, you may first recharge a random card from your discards.
    ☑ When you close a location and move to the Base, you may immediately explore it once. (YoRR)
    ☑ After you use the Base's power to recharge cards, you may move or shuffle your deck. (YoRR)

    "

    End of Turn Summary
    Shuffle the Seige Deck


    During This Adventure:

    Spoiler:

    At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventures harrow suit as being level #.
    Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)

    When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

    Start with all level 0, 1, 2, 3, 4, and 5 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, and 2 non-Veteran banes and you may remove any Level 0, 1, and 2 non-Veteran, non-blessing boons.

    Harrow Suit: Hammers

    Base Powers: No base this scenario
    After you use the Base's power to recharge cards, you may move or shuffle your deck.
    When you close a location and move to the Base, you may immediately explore it once.

    Shared Tracker (Hands/Loot/Supporters)

    During This Scenario: Setup When building the locations, set aside the banes in a siege pile, then shuffle in a number of non-closing henchmen Red Mantis Assassins—Proxy A and Assassination Attempts—Proxy B equal to the number of characters.

    During This Scenario: When you would explore, instead encounter the top card of the siege pile as if it were the top card of your location. If it is not defeated, shuffle it into the siege pile.

    While using a power that examines cards, you may treat the siege pile as your location.

    When a bane is undefeated, banish the top card of your location and of an unoccupied location; when a location has no cards, it closes automatically.

    At the end of your move step, you may move to a random location; if you do not, banish the top card of that location.

    When the last location closes, you lose.

    To win, empty the siege pile.

    Wildcards
    Ablaze:At the end of your turn, suffer 1d4-2 Fire damage. The assassins have also set the Countess' chambers ablaze.
    Monstrous: When building the locations, add 6 monsters, distributed as evenly as possible. More than just assassins have been sent after the Countess.

    Additional Rules: Story Banes

    Danger: Red Mantis Assassin
    Villain: None
    Henchmen (Closing): None

    Red Mantis Assassin:

    Story Bane
    Type: Monster
    Traits: Assassin Human Red Mantis Veteran
    To Defeat: Combat 10+##
    Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded.

    Assassination Attempt:

    Story Bane
    Type: Barrier
    Traits: Skirmish Red Mantis Veteran
    To Defeat: Combat 14+## OR Fortitude 5+#
    Before acting, a local character summons and encounters the story bane Red Mantis Assassin. If it is not defeated, this card is undefeated. If undefeated, bury either an armor or a Healing card, or banish the top 5 cards of the hourglass and bury your discards.

    Scenario Level (#): 5

    Turn: 8, Ranzak/Iceman91

    Random Cards:

    Monsters
    Spoiler:
    Ash Giant Zombie
    CotCT
    Monster 5
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 24
    Immune to Cold, Electricity, Force, Mental, and Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.

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

    Spoiler:
    Guardian Zombie
    CotCT
    Monster 2
    Traits:
    Undead
    Zombie
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Cold, Electricity, Mental and Poison.
    If undefeated, suffer the scourge Plagued.

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

    Spoiler:
    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.

    Barriers
    Spoiler:
    Wall of Lightning
    Core
    Barrier 3
    Traits:
    Construct
    Electricity
    Elemental
    Obstacle
    To Defeat:
    Dexterity
    Constitution
    Acrobatics
    Fortitude 10
    After acting, suffer 1d4+1 Electricity damage.
    If undefeated, reload this barrier into its location.

    Spoiler:
    Crematory Blast
    CotCT
    Barrier 5
    Traits:
    Fire
    Trap
    To Defeat:
    Intelligence
    Perception 10
    OR Constitution
    Fortitude 12
    When you would encounter this barrier, another local character may encounter it instead.
    If undefeated, each local character suffers 1d6 Fire damage.

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

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

    Spoiler:
    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.

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

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

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

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

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

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

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


    Spoiler:
    Quickened Ray
    CotCT
    Spell 5
    Traits:
    Arcane
    Attack
    Divine
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 12
    On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.

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


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

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


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

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

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


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

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

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

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

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

    Items
    Spoiler:
    Ring of Immolation
    CotCT
    Item 5
    Traits:
    Accessory
    Fire
    Magic
    Veteran
    To Acquire:
    Constitution
    Fortitude 8
    OR Intelligence
    Arcane 9
    When you suffer Cold damage, freely reveal to reduce it by 4.
    On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.

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

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

    Spoiler:
    Dust of Revealing
    CotCT
    Item 4
    Traits:
    Craft
    Object
    To Acquire:
    Intelligence
    Arcane
    Divine 11
    On a local Perception check, freely bury to add 2d10.
    Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.

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

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


    Allies
    Spoiler:
    Lyrune-quah Moon Maiden
    CotCT
    Ally 5
    Traits:
    Barbarian
    Human
    Loot
    Respect
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat A Monster 0
    Display. While displayed:
    * On all combat and Fortitude checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all combat and Fortitude checks, add 3.

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

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

    Spoiler:
    Landshark Whelp
    CotCT
    Ally 4
    Traits:
    Aberration
    To Acquire:
    Wisdom
    Survival 9
    On a local combat check, freely banish to add 2d6 and the Piercing trait.
    Banish to explore. This exploration, you may ignore cards' before acting powers.

    DURING RECOVERY
    You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.


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

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

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

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

    Spoiler:
    Grandmother Nightmare
    Core
    Blessing 3
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
    To Acquire:
    Intelligence
    Arcane
    Divine 8
    On any check, discard to bless.
    On a check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.

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

    Current Hour:

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

    Hours Remaining: 22

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 1 Adowyn/skizzerz
    The Publican
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would discard an ally, recharge it instead.
    To Acquire:
    Wisdom
    Diplomacy 4+#
    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
    Hourglass Card 2 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 2 Rivani/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 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 3 Ramexes/Gimry
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played.
    To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Hourglass Card 4 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 4 Ranzak/Iceman91
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
    Hourglass Card 5 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 5 Adowyn/skizzerz
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 6 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 6 Rivani/Zalarian
    The Lady of Mysteries
    Core
    Blessing 3
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless.
    On a check against an Undead bane, recharge to bless.
    Discard to draw 3 cards, then recharge 3 cards, then you may explore.
    Hourglass Card 7 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 7 Ramexes/Gimry
    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 8 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 8 Ranzak/Iceman91
    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 9 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 9 Adowyn/skizzerz
    Master of Masters
    Core
    Blessing 3
    Traits:
    Deity: Irori
    Divine
    When this is the hour: On your check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 8
    On any check, discard to bless.
    On your check, discard to bless twice.
    Discard to explore. This exploration, you may reroll any dice showing 1.
    Hourglass Card 10 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 10 Rivani/Zalarian
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    Veteran
    When this is the hour: You may avenge by discarding a card.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 11 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 11 Ramexes/Gimry
    The Wind and the Waves
    Core
    Blessing 3
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: At the start of the turn, any character may recharge a card to move.
    To Acquire:
    Wisdom
    Divine
    Survival 8
    On a local check, discard to bless.
    After the roll, if it is a check to close or to guard, the character may reroll.
    Discard to let a local character move, then you may explore.
    Hourglass Card 12 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 12 Ranzak/Iceman91
    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 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 13 Adowyn/skizzerz
    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 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 14 Rivani/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 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 15 Ramexes/Gimry
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 16 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 16 Ranzak/Iceman91
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.
    Hourglass Card 17 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 17 Adowyn/skizzerz
    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.
    Hourglass Card 18 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 18 Rivani/Zalarian
    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.
    Hourglass Card 19 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 19 Ramexes/Gimry
    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.
    Hourglass Card 20 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 20 Ranzak/Iceman91
    Our Lord In Iron
    Core
    Blessing 3
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 8
    On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
    Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
    Hourglass Card 21 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 21 Adowyn/skizzerz
    The Twin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, the first item or ally played is played freely.
    To Acquire:
    Charisma
    Stealth 4+#
    When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
    Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
    Hourglass Card 22 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 22 Rivani/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.

    Siege Deck
    M: 6 Ba: 5 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 6
    Siege Deck Card 1:

    Dispelling Mist
    CotCT
    Barrier 4
    Traits:
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable 12
    OR Arcane
    Divine 15
    If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
    * At the start and end of your turn, recharge a random Magic boon.
    * When this location is closed, banish this barrier.
    Siege Deck Card 2:

    Chimera
    Core
    Monster 3
    Traits:
    Aberration
    Chimera
    To Defeat:
    Combat 9
    THEN Combat 10
    THEN Combat 11
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, 3 random local characters suffer 1d4 Combat damage.
    Siege Deck Card 3:

    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    Veteran
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.
    Siege Deck Card 4:

    Summoning Trap
    Core
    Barrier 3
    Traits:
    Skirmish
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    If undefeated, reload a new monster into your location, then banish this barrier.
    Siege Deck Card 5:

    Henchman Proxy B3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Siege Deck Card 6:

    Henchman Proxy A4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Siege Deck Card 7:

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

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

    Siege Deck Card 8:

    Cursed Statue
    CotCT
    Barrier 5
    Traits:
    Curse
    Trigger
    To Defeat:
    Wisdom
    Disable
    Perception 10
    When examined, suffer the scourges Dazed, Drained, and Entangled.
    If undefeated, suffer the scourges Dazed, Drained, and Entangled.
    Siege Deck Card 9:

    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Siege Deck Card 10:

    Bloodbug Swarm
    CotCT
    Monster 4
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 10
    THEN Combat 11
    THEN Combat 12
    Vulnerable to Attack.
    If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.
    Siege Deck Card 11:

    Fury Devil
    CotCT
    Monster 5
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 23
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
    If undefeated, each local character suffers 1d4 Force damage.
    Siege Deck Card 12:

    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.
    Siege Deck Card 13:

    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.
    Siege Deck Card 14:

    Henchman Proxy B4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Siege Deck Card 15:

    Xenarth
    CotCT
    Monster 4
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 24
    Immune to Electricity and Poison.
    Before acting, each local character suffers 2 Acid Damage.
    If undefeated, suffer the scourge Poisoned.
    Siege Deck Card 16:

    Haunt
    Core
    Barrier 2
    Traits:
    Task
    Trigger
    Undead
    Veteran
    To Defeat:
    Charisma
    Diplomacy 8+#
    OR Divine 6+#
    When examined, suffer the scourge Frightened.
    Cannot be evaded.
    If undefeated, suffer the scourge Drained.
    Siege Deck Card 17:

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

    Location #1: Arsenal
    Underground
    Urban
    At This Location: On your combat check, add 1 for each weapon played.
    When Closing: Summon and acquire a weapon.
    When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
    M: 0 Ba: 0 W: 3 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Ramexes/Gimry, Adowyn/skizzerz, None

    Arsenal Card 1:
    Acidic Bolas
    CotCT
    Weapon 3
    Traits:
    Acid
    Bludgeoning
    Chain
    Magic
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
    If proficient, discard to evade a monster you encounter.
    Arsenal Card 2:
    Sable Company Leathers
    CotCT
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Acrobatics
    Fortitude 10
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
    Arsenal Card 3:
    Salvator Scream
    CotCT
    Ally 4
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 10
    OR Knowledge 9
    On a local Knowledge or Perception check, recharge to add 1d8.
    Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
    Arsenal Card 4:
    Deathbane Sling
    CotCT
    Weapon 5
    Traits:
    Bludgeoning
    Magic
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
    On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
    Arsenal Card 5:
    Fate-reader Lenses
    CotCT
    Item 3
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Arcane
    Divine
    Perception 8
    On any Perception check, reveal to add 1d10.
    Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
    Arsenal Card 6:
    Seeking Longbow
    CotCT
    Weapon 3
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Location #2: Manor
    Urban
    At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Search your deck for a card and draw it.
    M: 0 Ba: 0 W: 0 Sp: 2 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None
    Manor Card 1:
    Jasan Adriel
    CotCT
    Ally 4
    Traits:
    Human
    Spy
    To Acquire:
    Charisma
    Diplomacy 11
    OR Knowledge 10
    On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.
    This exploration, when you would encounter a story bane, another local character may encounter it instead.
    Manor Card 2:
    Scrying
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    OR Wisdom
    Divine 13
    Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
    Shuffle the location, then reload any set-aside cards into the location in any order.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 16 or Divine 15 check to recharge it instead.

    Manor Card 3:
    Totem Klar
    CotCT
    Armor 4
    Traits:
    Magic
    Offhand
    Piercing
    Respect
    Shield
    To Acquire:
    Constitution
    Fortitude
    Melee
    Survival 11
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    Manor Card 4:
    Ambrosia
    Core
    Item 3
    Traits:
    Alchemical
    Liquid
    Healing
    To Acquire:
    IntelligenceCraft 12
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 14 check to recharge this card.
    Manor Card 5:
    Instrument of Agony
    CotCT
    Spell 4
    Traits:
    Divine
    Magic
    Veteran
    To Acquire:
    Wisdom
    Divine 10
    Display next to a character. While displayed:
    * On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
    * At the end of the turn, banish.

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

    Manor Card 6:
    Blue War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 4
    Display. While displayed:
    * When you defeat a monster, after the encounter, you may discard a card to move.
    * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.

    Location #3: Reading Room
    Sacred
    Urban
    At This Location: On your check, if the hour is Harrow, add 1.
    When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
    When Permanently Closed: Heal a blessing.
    M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 0
    Located/Displayed Here: Ranzak/Iceman91, Trap Counter
    Reading Room Card 1:
    Divine Blaze
    CotCT
    Spell 4
    Traits:
    Attack
    Divine
    Fire
    Magic
    To Acquire:
    Wisdom
    Divine 12
    For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.

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

    Reading Room Card 2:
    The Healing Light
    Core
    Blessing 3
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: Characters cannot suffer scourges.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless. If the character succeeds at the check, heal them for a card.
    Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
    Reading Room Card 3:
    Lady Luck
    Core
    Blessing 3
    Traits:
    Deity: Desna
    Divine
    When this is the hour: When you play a blessing, you may give a card to any character.
    To Acquire:
    Wisdom
    Divine
    Perception 8
    On any check, freely discard to reroll.
    Discard to move, then explore.
    Reading Room Card 4:
    Breath of Life
    CotCT
    Spell 5
    Traits:
    Divine
    Magic
    Healing
    To Acquire:
    WisdomDivine 13
    Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.

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

    Reading Room Card 5:
    Red Mantis Mask
    CotCT
    Item 3
    Traits:
    Accessory
    Deity: Achaekek
    Magic
    Red Mantis
    To Acquire:
    Constitution
    Fortitude 8
    On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead.
    On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8.
    Reading Room Card 6:
    The Dance
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, discard to bless twice.
    Discard to explore.
    Reading Room Card 7:
    Ruan Mirukova
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 12
    On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
    Discard to explore; you may first heal a card.

    Location #4: Stable
    Urban
    At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
    When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 3 Bl: 0 ?: 0
    Located/Displayed Here: None
    Stable Card 1:
    Maiden's Helm
    CotCT
    Armor 3
    Traits:
    Gray Maiden
    Heavy Armor
    Helm
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 10
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer Combat damage, freely reveal to reduce it by 2.
    On your Diplomacy check, reveal to add 1d6.
    After playing this armor, you may not play a Helm boon this encounter.
    Stable Card 2:
    Sable Company Marine
    CotCT
    Ally 3
    Traits:
    Human
    Soldier
    To Acquire:
    Dexterity
    Ranged 11
    THEN Charisma
    Diplomacy 10
    On the first combat check of a turn, if it is local, recharge to add 1d8.
    Discard to explore. This exploration, on your first combat check, add 1d8.
    Stable Card 3:
    Djinn
    Core
    Ally 3
    Traits:
    Genie
    Outsider
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 12
    Recharge to draw a card, then shuffle your deck.
    Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
    Stable Card 4:
    Andachi
    CotCT
    Ally 5
    Traits:
    Ghost
    Undead
    To Acquire:
    Charisma
    Diplomacy 12
    OR Bury A Divine Boon 0
    Display. While displayed:
    * On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
    * At the end of the turn, banish.
    Bury to explore; you may bury a Divine boon to reload instead.

    Location #5: Chambers
    Underground
    Urban
    At This Location: When you fail to acquire a boon, shuffle it into its location.
    When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: None
    Chambers Card 1:
    Volcanic Storm
    Core
    Spell 3
    Traits:
    Arcane
    Attack
    Bludgeoning
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 11
    For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
    Chambers Card 2:
    Wand of Flame
    Core
    Item 2
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic
    Veteran
    Wand
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 11
    For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
    Chambers Card 3:
    Enhance
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Magic
    Veteran
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    Freely display next to a local character and choose a skill. While displayed:
    * On their checks using that skill, add 1+#.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
    Chambers Card 4:
    Raccoon
    Core
    Ally 3
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 12
    On a local Dexterity non-combat or Disable check, recharge to add 1d8.
    Discard to explore. If you encounter a barrier, you may evade it and explore.
    Chambers Card 5:
    Skoan-quah Boneslayer
    CotCT
    Ally 4
    Traits:
    Human
    Ranger
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat The Danger
    Display. While displayed:
    * On all Dexterity and Survival checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Dexterity and Survival checks, add 3.

    Location #6: Library
    Urban
    At This Location: On your check against a spell or a Book boon, add 1d6.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: You may heal a discarded or buried Book card.
    M: 0 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Rivani/Zalarian, None
    Library Card 1:
    Death's Touch
    CotCT
    Spell 4
    Traits:
    Arcane
    Attack
    Divine
    Magic
    Undead
    To Acquire:
    Intelligence
    Arcane 11
    OR Wisdom
    Divine 13
    For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.

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

    Library Card 2:
    Steal Soul
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    Divine
    To Acquire:
    IntelligenceArcane 12
    OR WisdomDivine 10
    When a local character defeats a monster that is not immune to Attack, display. While displayed:
    * On your checks, add 1d4.
    * At the end of the scenario, banish; if proficient, discard instead.
    Library Card 3:
    Headband of Mental Superiority
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Charisma 13
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
    Library Card 4:
    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.
    Library Card 5:
    Divine Fortune
    CotCT
    Spell 3
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 11
    Display. While displayed:
    * On local checks, add 1d6.
    * At the start of your turn, banish.

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

    Library Card 6:
    Belt of Physical Might
    CotCT
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 13
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.


    Deck Handler

    Off-turn: Display Angelic Armor on Adowyn's turn

    Ranzak's turn
    Hour of Urgathoa's Gluttony
    On your check to acquire a boon, add 1d6; if you succeed, bury the boon.

    Ranzak moves to 1d6 ⇒ 4 Stable
    When you acquire an ally, you may shuffle a new ally into a random other location.

    Free explore of #1: Dispelling Mist
    Reveal Thieves' Tools, discard Blessing of Yaezhing
    Disable 12: 1d10 + 4 + 1d8 + 1d10 ⇒ (10) + 4 + (4) + (7) = 25 Success
    Add trap counter

    Discard Cerulean Mastermind to explore #2: Chimera
    BA: Draw Angelic Armor to absorb

    CtD 1: Reveal Snakebite Dagger, Mastermind adds d10, trap goes off.
    Cannot fail Combat 9 with four dice +6

    CtD 2: Reveal Snakebite Dagger, Mastermind adds d10, trap still applies.
    Cannot fail Combat 10 with four dice +6

    CtD 3: Reveal Snakebite Dagger, Mastermind adds d10, trap still applies.
    Combat 11: 1d10 + 4 + 1d4 + 1 + 1d10 + 1d6 + 1 ⇒ (5) + 4 + (2) + 1 + (3) + (3) + 1 = 19 Success

    Display Armor.

    Discard Forensic Physician to heal The Locksmith and explore #3: Ogre
    BA: Draw Angelic Armor to absorb

    CtD: Reveal and recharge Limning Starknife, reveal Embalming Fluid, ask Adowyn to play Lamashtu's Madness
    Combat 13+5+5=23: 1d10 + 3 + 1d4 + 2 + 1d4 + 1 + 2 + 2d10 ⇒ (1) + 3 + (1) + 2 + (2) + 1 + 2 + (5, 10) = 27 Success
    Embalming Fluid check: Disable 7: 1d10 + 4 + 1d8 ⇒ (5) + 4 + (6) = 15 Success

    Display Armor.

    End turn
    Ablaze: 1d4 - 2 ⇒ (1) - 2 = -1

    Ranzak wrote:

    Hand: Snakebite Dagger, Venomous Dagger, Boots of Alacrity, Thieves' Tools (Core), Embalming Fluid, Ring of Regeneration, Blessing of the Quartermaster, Blessing of Wadjet,

    Displayed: Angelic Armor,
    Deck: 7 Discard: 5 Buried: 0
    Hero Points: 2
    Used Accessory re-roll: N
    NOTES:
    Available Support: Daggers and Blessings are available
    Other: Will attempt to acquire any boon others fail to acquire (if it's straightforward, feel free to bot).

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Master of Masters, Gem of Physical Prowess (Core), Steel Ibis Lamellar, Staff of Minor Healing (Core), Corrosion, The Locksmith
    Recharged: Limning Starknife,
    Discard Pile: Galvanic Chakram +1, Blessing of the Savored Sting, Blessing of Yaezhing, Cerulean Mastermind, Forensic Physician,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2 ☐ +3
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3
    Disable: Dex +1
    Stealth: Dex +1
    Constitution d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Fortitude: Con +1
    Intelligence d4
    Wisdom d4 ☐ +1 ☐ +2 ☐ +3
    Survival: Wis +3
    Charisma d6 ☑ +1 ☐ +2

    Favored Card: None
    Hand Size: 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
    Proficiencies:
    Weapons, ☑ Armor
    POWERS:
    If there is another local character, you may evade a bane; a random other local character encounters it instead.
    On your check to acquire a boon, add 1d4 (☑ +1) (☑ +3).
    When you acquire a boon on your turn, you may roll 1d6; on a (☑ 3,) 4, 5, or 6, explore your location.
    ☑ If another local character fails to acquire a boon, you may attempt a check to acquire it.
    ☐ When you close or guard your location, draw a new plunder card.
    ☐ You may discard a card from the hourglass to explore your location.
    When you defeat a barrier, you may mark your location to represent setting a trap. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.


    Deck Handler // Tier 6.2 // 0 Hero Points // Looking for Item 6 > Armor 5 > Ally 6 > Armor 6

    Off-turn: for defeating summoned Red Mantis Assassin, examine top card of deck: Leryn. He's an Animal, so draw him. Discard Blessing of Erastil and Lamashtu's Madness.

    Hour of The Publican. Use playmat power to discard Thorn Bow and draw Hatchetbird. Examine top card of siege deck: Summoning Trap. Move to 1d6 ⇒ 1 Arsenal and explore.

    Siege Deck 4: Summoning Trap. When encountering a barrier, draw a card (Blessing of Old Deadeye). Ramexes discards The Healing Light to bless. Character power adds 1d6. Divine 13: 2d8 + 5 + 1d6 ⇒ (2, 1) + 5 + (3) = 11 Accessory reroll (per retcon above this wasn't used yet). Divine 13: 1d8 + 10 ⇒ (2) + 10 = 12 Hero Point reroll. I normally wouldn't care this much but I really want The Healing Light to trigger so I can get rid of Poisoned. Divine 13: 2d8 + 5 + 1d6 ⇒ (2, 4) + 5 + (3) = 14 Good enough... The Healing Light gets rid of Poisoned instead of healing me a card. Recharge Leryn to explore.

    Siege Deck 5: Henchman Proxy B3 (Assassination Attempt). When encountering a barrier, draw a card: Archer's Bracers. Leryn adds 1d8 to all of my Combat checks this exploration, so I'll take the Red Mantis Assassin fight as well.

    Red Mantis Assassin: BA recharge Headband of the Wolf to add 1d8. Perception 4+5=9: 1d8 + 5 + 1d8 ⇒ (2) + 5 + (5) = 12 Success. Reveal Marksman's Bow. Leryn adds 1d8. Archer's Bracers adds 2. Location adds 1. Combat 10+5+5=20: 1d10 + 1d6 + 11 + 1d8 + 3 ⇒ (5) + (4) + 11 + (2) + 3 = 25 Defeated. For defeating a monster, examine top card of deck: Major Cure. Not an Animal so it stays on top.

    Assassination Attempt: Reveal Marksman's Bow. Leryn adds 1d8. Archer's Bracers adds 2. Location adds 1. Combat 14+5+5=24: 1d10 + 1d6 + 11 + 1d8 + 3 ⇒ (1) + (5) + 11 + (4) + 3 = 24 My dice continue to perform poorly, but that's good enough. Recharge Hatchetbird to move to Manor and explore.

    Siege Deck 6: Henchman Proxy A4 (Red Mantis Assassin). BA Perception 4+5=9: 1d8 + 5 ⇒ (7) + 5 = 12 Success. Reveal Marksman's Bow. Hatchetbird adds 1d6. Archer's Bracers adds 2. Combat 10+5+5=20: 1d10 + 1d6 + 11 + 1d6 + 2 ⇒ (6) + (2) + 11 + (6) + 2 = 27 Wonderful, defeated.

    End turn, suffering 1d4 - 2 ⇒ (1) - 2 = -1 damage from Ablaze. ASAP next turn, use Major Cure to heal myself 1d4 + 2 ⇒ (3) + 2 = 5 cards total: Lamashtu's Madness, Snow Leopard, Blessing of Gozreh, Mammoth Hide Armor, Thorn Bow. Recovery at end of Rivani's turn: Divine 10: 1d8 + 5 ⇒ (6) + 5 = 11 Recharged.

    Adowyn wrote:

    Hand: Blessing of Old Deadeye, Archer's Bracers, Aspect of the Wolf, Marksman's Bow, Efficient Quiver,

    Displayed: Leryn (Cohort),
    Deck: 12 Discard: 2 Buried: 0
    Current Location: Manor
    Hero Points: 0
    6-5C Playmat: used
    6-5C Reroll: used
    NOTES:
    Available Support: Use anything marked feel free to use without asking.
    Feel free to use:
    - Blessing of Old Deadeye: On a Ranged check, recharge to bless.
    - Blessing of Old Deadeye: On any character's combat check, after the roll, discard to allow that character to reroll.
    Ask in Discord before using:
    - N/A
    Movement: N/A

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cure, Leryn (Ally), Balmberry, Lamashtu's Madness, Headband of the Wolf, Fox, Hatchetbird, Mammoth Hide Armor, Nirmathas Longbow, Thorn Bow, Snow Leopard, Blessing of Gozreh
    Recharged:
    Discard Pile: Blessing of Erastil, Blessing of the Ancients,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Ranged: Dexterity +3
    Disable: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Divine: Wisdom +2
    Survival: Wisdom +2
    Perception: Wisdom +2 (while Leryn is displayed)
    Charisma d6 ☐ +1 ☐ +2
    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Weapons, Divine
    POWERS:
    After you defeat a monster (☐ or a barrier), you may examine the top card of your deck; if it has the Animal trait (☐ or is a weapon), you may draw it. (☐ Then you may recharge the top card of your deck.)
    You may recharge a card to evade a bane you encounter (☐ or discard a card to allow another character at your location to do so). Then you may examine the top card of your location deck (☑ and you may put it under the top card of that deck).
    ☑ Add 1d6 to the first check of your turn (☑ and to all checks during the first exploration of your turn).
    ☑ When you encounter a barrier, you may draw a card.
    ☑ You gain the skill Disable: Dexterity +2.
    ☐ You gain the skill Stealth: Dexterity +2.

    Siege Deck 4-6 banished.
    Ramexes discards The Healing Light.
    I used a Hero Point.


    Female Human | My Deck Handler Psychic / Arcane+Occultist+Ranged (12789-1020)

    Out of Turn Updates: None
    Turn Order: Rivani/Zalarian, Ramexes/Gimry, Ranzak/Iceman91, Adowyn/skizzerz
    if random character, using Self as #1

    Turn - Hour: 10 - Hourglass Card 2 Rivani/Zalarian Sands of the Hour
    Hour Rules: None

    SOT: None
    Give Card: None
    Move to Random location: 1d6 ⇒ 1 Arsenal with Adowyn and Ramexes

    Second Sight:
    During your move step, instead of moving or after moving, you may examine the top card or the top 3 cards of your location deck, then you may shuffle the deck.

    Location Powers: On your combat check, add 1 for each weapon played.
    Move Step: at Arsenal..See above
    examine top 3 cards of location deck:
    Arsenal Card 1: Acidic Bolas
    Arsenal Card 2: Sable Company Leathers
    Arsenal Card 3: Salvator Scream
    Will recharge Fortune-teller choosing Bane - Siege Deck Card 7: Hordemaster

    Hordemaster:

    CotCT
    Monster 5
    Traits:
    Undead
    To Defeat:
    Combat 22
    Immune to Mental and Poison.
    Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.

    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.

    Have Adowyn do 1st check (auto for 9) and recharge Fly to use Knowledge + steal soul + headband + 1 for hour
    INT Knowledge Perception Check DC 11+10=21: 1d12 + 6 + 1d10 + 1 + 2d4 + 1 ⇒ (7) + 6 + (4) + 1 + (4, 4) + 1 = 27 Success

    Adowyn and Ramexes must encounter Zombie Minion and then take on Horde Master
    Recharge The Peacock to use Knowledge + steal soul + headband + 1 for hour + recharge The Lady of Mysteries to bless
    INT Knowledge Perception Check DC 22: 1d12 + 6 + 1d10 + 1 + 2d4 + 1 + 1d12 ⇒ (11) + 6 + (3) + 1 + (1, 2) + 1 + (9) = 34 Success; will now take free explore
    Explore: Siege Deck Card 8: Cursed Statue

    Cursed Statue:

    CotCT
    Barrier 5
    Traits:
    Curse
    Trigger
    To Defeat:
    Wisdom
    Disable
    Perception 10
    When examined, suffer the scourges Dazed, Drained, and Entangled.
    If undefeated, suffer the scourges Dazed, Drained, and Entangled.

    steal soul + headband
    Wisdom Check DC 10: 1d8 + 2d4 ⇒ (8) + (2, 4) = 14 Success

    Rivani Ends her turn

    Reminder of Scenario changes:

    Harrow Suit: Hammers
    Base Powers: No base this scenario
    After you use the Base's power to recharge cards, you may move or shuffle your deck.
    When you close a location and move to the Base, you may immediately explore it once.

    Shared Tracker (Hands/Loot/Supporters)

    During This Scenario: Setup When building the locations, set aside the banes in a siege pile, then shuffle in a number of non-closing henchmen Red Mantis Assassins—Proxy A and Assassination Attempts—Proxy B equal to the number of characters.

    During This Scenario: When you would explore, instead encounter the top card of the siege pile as if it were the top card of your location. If it is not defeated, shuffle it into the siege pile.

    While using a power that examines cards, you may treat the siege pile as your location.

    When a bane is undefeated, banish the top card of your location and of an unoccupied location; when a location has no cards, it closes automatically.

    At the end of your move step, you may move to a random location; if you do not, banish the top card of that location.

    When the last location closes, you lose.

    To win, empty the siege pile.

    Wildcards
    Ablaze:At the end of your turn, suffer 1d4-2 Fire damage. The assassins have also set the Countess' chambers ablaze.
    Monstrous: When building the locations, add 6 monsters, distributed as evenly as possible. More than just assassins have been sent after the Countess.

    Rivani attempts to recover all cards in her Recovery pile.

    Rivani resets her hand. Will send bound imp to recovery to draw 2 cards (Life Drain and Dust of Revealing)
    Arcane INT Check DC 8: 1d12 + 6 + 2d4 ⇒ (5) + 6 + (3, 3) = 17 automatically recharge imp

    "

    Rivani (Phrenic Master) wrote:

    Hand: Vindicator, Vampiric Touch, Life Drain, Headband of Mental Superiority, Fate-reader Lenses, Dust of Revealing, Leech, Blessing of the Sages, The First,

    Displayed: False Life, Infernal Healing, Steal Soul,
    Deck: 7 Discard: 1 Buried: 0
    Hero Points: 2
    reroll last used: 6-5C / Hero Point: 6-5A
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move order preference: N/A
    Other: Upgrade List: Spell 5 (Disintegrate), Spell 3 (Chain Lightning)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Clairvoyance, Lightning Bolt, Fortune-teller, Fly#Core, The Peacock, The Lady of Mysteries, Bound Imp,
    Discard Pile: The Foreign Trader,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Arcane: Intelligence +2
    Knowledge: Intelligence +2
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    -Ranged: Knowledge (with recharge)
    -Perception: Knowledge (with recharge)
    -Acrobatics: Knowledge (with recharge)
    -Craft: Knowledge (with recharge)
    -Disable: Knowledge (with recharge)

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    Mental
    POWERS:
    For your Perception or Ranged (☑ or Acrobatics, Craft or Disable) check, you may recharge a card to use your Knowledge skill instead.
    You may discard (☐ or recharge) a spell (☐ or a boon) to add 1d4 to your Arcane check. ( or to evade a barrier you encounter) (☐ or to evade a boon you encounter, then
    you may explore again).
    ☑ During your move step, instead of moving (☑ or after your move), you may examine the top card (☑ or top 3 cards) of your location deck, then you may shuffle the deck.
    ☑ When you would discard cards as damage, you may recharge up to 2 (☐ 4) of those cards instead.

    "

    [u]Summary[/u]
    Current Location: Arsenal
    Acquired: None
    Banished: Siege Deck Card 7:Hordemaster
    Siege Deck Card 8: Cursed Statue

    Examined: Arsenal Card 1: Acidic Bolas
    Arsenal Card 2: Sable Company Leathers
    Arsenal Card 3: Salvator Scream

    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): Ramexes and Adowyn must fight a zombie minion


    Ramexes and Adowyn must fight a zombie minion

    During This Adventure:

    Spoiler:

    At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventures harrow suit as being level #.
    Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)

    When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

    Start with all level 0, 1, 2, 3, 4, and 5 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, and 2 non-Veteran banes and you may remove any Level 0, 1, and 2 non-Veteran, non-blessing boons.

    Harrow Suit: Hammers

    Base Powers: No base this scenario
    After you use the Base's power to recharge cards, you may move or shuffle your deck.
    When you close a location and move to the Base, you may immediately explore it once.

    Shared Tracker (Hands/Loot/Supporters)

    During This Scenario: Setup When building the locations, set aside the banes in a siege pile, then shuffle in a number of non-closing henchmen Red Mantis Assassins—Proxy A and Assassination Attempts—Proxy B equal to the number of characters.

    During This Scenario: When you would explore, instead encounter the top card of the siege pile as if it were the top card of your location. If it is not defeated, shuffle it into the siege pile.

    While using a power that examines cards, you may treat the siege pile as your location.

    When a bane is undefeated, banish the top card of your location and of an unoccupied location; when a location has no cards, it closes automatically.

    At the end of your move step, you may move to a random location; if you do not, banish the top card of that location.

    When the last location closes, you lose.

    To win, empty the siege pile.

    Wildcards
    Ablaze:At the end of your turn, suffer 1d4-2 Fire damage. The assassins have also set the Countess' chambers ablaze.
    Monstrous: When building the locations, add 6 monsters, distributed as evenly as possible. More than just assassins have been sent after the Countess.

    Additional Rules: Story Banes

    Danger: Red Mantis Assassin
    Villain: None
    Henchmen (Closing): None

    Red Mantis Assassin:

    Story Bane
    Type: Monster
    Traits: Assassin Human Red Mantis Veteran
    To Defeat: Combat 10+##
    Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded.

    Assassination Attempt:

    Story Bane
    Type: Barrier
    Traits: Skirmish Red Mantis Veteran
    To Defeat: Combat 14+## OR Fortitude 5+#
    Before acting, a local character summons and encounters the story bane Red Mantis Assassin. If it is not defeated, this card is undefeated. If undefeated, bury either an armor or a Healing card, or banish the top 5 cards of the hourglass and bury your discards.

    Scenario Level (#): 5

    Turn: 11, Ramexes/Gimry

    Random Cards:

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

    Spoiler:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    Veteran
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.

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

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

    Barriers
    Spoiler:
    Warband
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    Trigger
    To Defeat:
    None 0
    When examined, succeed at a Stealth 7+# check or encounter this barrier.
    Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.

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

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

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

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

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

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

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

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

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

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


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

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


    Spoiler:
    Quickened Ray
    CotCT
    Spell 5
    Traits:
    Arcane
    Attack
    Divine
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 12
    On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 14 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:
    Poison Blast
    CotCT
    Spell 3
    Traits:
    Arcane
    Attack
    Magic
    Poison
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, banish to use Arcane + 2d12.
    On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.

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


    Armors
    Spoiler:
    Stone-shard Breastplate
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.
    * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    Lyrune-quah Moon Maiden
    CotCT
    Ally 5
    Traits:
    Barbarian
    Human
    Loot
    Respect
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat A Monster 0
    Display. While displayed:
    * On all combat and Fortitude checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all combat and Fortitude checks, add 3.

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

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

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

    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:
    Blackfingers
    Core
    Blessing 3
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
    To Acquire:
    Craft
    Divine
    Stealth 8
    On any check, discard to bless.
    On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
    Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.

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

    Spoiler:
    The 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.

    Hour Power: On your check, add 1 for each type of boon played.

    Current Hour:

    The Forge:
    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.

    Hours Remaining: 19

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 1 Ranzak/Iceman91
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
    Hourglass Card 2 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 2 Adowyn/skizzerz
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 3 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 3 Rivani/Zalarian
    The Lady of Mysteries
    Core
    Blessing 3
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless.
    On a check against an Undead bane, recharge to bless.
    Discard to draw 3 cards, then recharge 3 cards, then you may explore.
    Hourglass Card 4 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 4 Ramexes/Gimry
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    Veteran
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    Wisdom
    Divine
    Perception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Hourglass Card 5 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 5 Ranzak/Iceman91
    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 6 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 6 Adowyn/skizzerz
    Master of Masters
    Core
    Blessing 3
    Traits:
    Deity: Irori
    Divine
    When this is the hour: On your check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 8
    On any check, discard to bless.
    On your check, discard to bless twice.
    Discard to explore. This exploration, you may reroll any dice showing 1.
    Hourglass Card 7 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 7 Rivani/Zalarian
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    Veteran
    When this is the hour: You may avenge by discarding a card.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 8 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 8 Ramexes/Gimry
    The Wind and the Waves
    Core
    Blessing 3
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: At the start of the turn, any character may recharge a card to move.
    To Acquire:
    Wisdom
    Divine
    Survival 8
    On a local check, discard to bless.
    After the roll, if it is a check to close or to guard, the character may reroll.
    Discard to let a local character move, then you may explore.
    Hourglass Card 9 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 9 Ranzak/Iceman91
    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 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 10 Adowyn/skizzerz
    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 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 11 Rivani/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 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 12 Ramexes/Gimry
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 13 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 13 Ranzak/Iceman91
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.
    Hourglass Card 14 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 14 Adowyn/skizzerz
    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.
    Hourglass Card 15 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 15 Rivani/Zalarian
    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.
    Hourglass Card 16 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 16 Ramexes/Gimry
    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.
    Hourglass Card 17 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 17 Ranzak/Iceman91
    Our Lord In Iron
    Core
    Blessing 3
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 8
    On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
    Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
    Hourglass Card 18 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 18 Adowyn/skizzerz
    The Twin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, the first item or ally played is played freely.
    To Acquire:
    Charisma
    Stealth 4+#
    When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
    Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
    Hourglass Card 19 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 19 Rivani/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.

    Siege Deck
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 4
    Siege Deck Card 1:

    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Siege Deck Card 2:

    Bloodbug Swarm
    CotCT
    Monster 4
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 10
    THEN Combat 11
    THEN Combat 12
    Vulnerable to Attack.
    If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.
    Siege Deck Card 3:

    Fury Devil
    CotCT
    Monster 5
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 23
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
    If undefeated, each local character suffers 1d4 Force damage.
    Siege Deck Card 4:

    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.
    Siege Deck 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.
    Siege Deck Card 6:

    Henchman Proxy B4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Siege Deck Card 7:

    Xenarth
    CotCT
    Monster 4
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 24
    Immune to Electricity and Poison.
    Before acting, each local character suffers 2 Acid Damage.
    If undefeated, suffer the scourge Poisoned.
    Siege Deck Card 8:

    Haunt
    Core
    Barrier 2
    Traits:
    Task
    Trigger
    Undead
    Veteran
    To Defeat:
    Charisma
    Diplomacy 8+#
    OR Divine 6+#
    When examined, suffer the scourge Frightened.
    Cannot be evaded.
    If undefeated, suffer the scourge Drained.
    Siege Deck Card 9:

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

    Location #1: Arsenal
    Underground
    Urban
    At This Location: On your combat check, add 1 for each weapon played.
    When Closing: Summon and acquire a weapon.
    When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
    M: 0 Ba: 0 W: 3 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Rivani/Zalarian, Ramexes/Gimry, Adowyn/skizzerz, None

    Arsenal Card 1 (Acidic Bolas):
    Acidic Bolas
    CotCT
    Weapon 3
    Traits:
    Acid
    Bludgeoning
    Chain
    Magic
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
    If proficient, discard to evade a monster you encounter.
    Arsenal Card 2 (Sable Company Leathers):
    Sable Company Leathers
    CotCT
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Acrobatics
    Fortitude 10
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
    Arsenal Card 3 (Salvator Scream):
    Salvator Scream
    CotCT
    Ally 4
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 10
    OR Knowledge 9
    On a local Knowledge or Perception check, recharge to add 1d8.
    Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
    Arsenal Card 4:
    Deathbane Sling
    CotCT
    Weapon 5
    Traits:
    Bludgeoning
    Magic
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
    On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
    Arsenal Card 5:
    Fate-reader Lenses
    CotCT
    Item 3
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Arcane
    Divine
    Perception 8
    On any Perception check, reveal to add 1d10.
    Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
    Arsenal Card 6:
    Seeking Longbow
    CotCT
    Weapon 3
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Location #2: Manor
    Urban
    At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Search your deck for a card and draw it.
    M: 0 Ba: 0 W: 0 Sp: 2 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: None
    Manor Card 1:
    Landshark Whelp
    CotCT
    Ally 4
    Traits:
    Aberration
    To Acquire:
    Wisdom
    Survival 9
    On a local combat check, freely banish to add 2d6 and the Piercing trait.
    Banish to explore. This exploration, you may ignore cards' before acting powers.

    DURING RECOVERY
    You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.

    Manor Card 2:
    Jasan Adriel
    CotCT
    Ally 4
    Traits:
    Human
    Spy
    To Acquire:
    Charisma
    Diplomacy 11
    OR Knowledge 10
    On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.
    This exploration, when you would encounter a story bane, another local character may encounter it instead.
    Manor Card 3:
    Scrying
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    OR Wisdom
    Divine 13
    Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
    Shuffle the location, then reload any set-aside cards into the location in any order.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 16 or Divine 15 check to recharge it instead.

    Manor Card 4:
    Totem Klar
    CotCT
    Armor 4
    Traits:
    Magic
    Offhand
    Piercing
    Respect
    Shield
    To Acquire:
    Constitution
    Fortitude
    Melee
    Survival 11
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    Manor Card 5:
    Ambrosia
    Core
    Item 3
    Traits:
    Alchemical
    Liquid
    Healing
    To Acquire:
    IntelligenceCraft 12
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 14 check to recharge this card.
    Manor Card 6:
    Instrument of Agony
    CotCT
    Spell 4
    Traits:
    Divine
    Magic
    Veteran
    To Acquire:
    Wisdom
    Divine 10
    Display next to a character. While displayed:
    * On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
    * At the end of the turn, banish.

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

    Manor Card 7:
    Blue War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 4
    Display. While displayed:
    * When you defeat a monster, after the encounter, you may discard a card to move.
    * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.

    Location #3: Reading Room
    Sacred
    Urban
    At This Location: On your check, if the hour is Harrow, add 1.
    When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
    When Permanently Closed: Heal a blessing.
    M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 0
    Located/Displayed Here: Trap Counter
    Reading Room Card 1:
    Divine Blaze
    CotCT
    Spell 4
    Traits:
    Attack
    Divine
    Fire
    Magic
    To Acquire:
    Wisdom
    Divine 12
    For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.

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

    Reading Room Card 2:
    The Healing Light
    Core
    Blessing 3
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: Characters cannot suffer scourges.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless. If the character succeeds at the check, heal them for a card.
    Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
    Reading Room Card 3:
    Lady Luck
    Core
    Blessing 3
    Traits:
    Deity: Desna
    Divine
    When this is the hour: When you play a blessing, you may give a card to any character.
    To Acquire:
    Wisdom
    Divine
    Perception 8
    On any check, freely discard to reroll.
    Discard to move, then explore.
    Reading Room Card 4:
    Breath of Life
    CotCT
    Spell 5
    Traits:
    Divine
    Magic
    Healing
    To Acquire:
    WisdomDivine 13
    Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.

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

    Reading Room Card 5:
    Red Mantis Mask
    CotCT
    Item 3
    Traits:
    Accessory
    Deity: Achaekek
    Magic
    Red Mantis
    To Acquire:
    Constitution
    Fortitude 8
    On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead.
    On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8.
    Reading Room Card 6:
    The Dance
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, discard to bless twice.
    Discard to explore.
    Reading Room Card 7:
    Ruan Mirukova
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 12
    On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
    Discard to explore; you may first heal a card.

    Location #4: Stable
    Urban
    At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
    When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 3 Bl: 0 ?: 0
    Located/Displayed Here: Ranzak/Iceman91, None
    Stable Card 1:
    Maiden's Helm
    CotCT
    Armor 3
    Traits:
    Gray Maiden
    Heavy Armor
    Helm
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 10
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer Combat damage, freely reveal to reduce it by 2.
    On your Diplomacy check, reveal to add 1d6.
    After playing this armor, you may not play a Helm boon this encounter.
    Stable Card 2:
    Sable Company Marine
    CotCT
    Ally 3
    Traits:
    Human
    Soldier
    To Acquire:
    Dexterity
    Ranged 11
    THEN Charisma
    Diplomacy 10
    On the first combat check of a turn, if it is local, recharge to add 1d8.
    Discard to explore. This exploration, on your first combat check, add 1d8.
    Stable Card 3:
    Djinn
    Core
    Ally 3
    Traits:
    Genie
    Outsider
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 12
    Recharge to draw a card, then shuffle your deck.
    Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
    Stable Card 4:
    Andachi
    CotCT
    Ally 5
    Traits:
    Ghost
    Undead
    To Acquire:
    Charisma
    Diplomacy 12
    OR Bury A Divine Boon 0
    Display. While displayed:
    * On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
    * At the end of the turn, banish.
    Bury to explore; you may bury a Divine boon to reload instead.

    Location #5: Chambers
    Underground
    Urban
    At This Location: When you fail to acquire a boon, shuffle it into its location.
    When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: None
    Chambers Card 1:
    Red War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 7
    Display. While displayed:
    * When you suffer Electricity or Fire damage, reduce it by 3.
    * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Chambers Card 2:
    Volcanic Storm
    Core
    Spell 3
    Traits:
    Arcane
    Attack
    Bludgeoning
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 11
    For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
    Chambers Card 3:
    Wand of Flame
    Core
    Item 2
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic
    Veteran
    Wand
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 11
    For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
    Chambers Card 4:
    Enhance
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Magic
    Veteran
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    Freely display next to a local character and choose a skill. While displayed:
    * On their checks using that skill, add 1+#.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
    Chambers Card 5:
    Raccoon
    Core
    Ally 3
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 12
    On a local Dexterity non-combat or Disable check, recharge to add 1d8.
    Discard to explore. If you encounter a barrier, you may evade it and explore.
    Chambers Card 6:
    Skoan-quah Boneslayer
    CotCT
    Ally 4
    Traits:
    Human
    Ranger
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat The Danger
    Display. While displayed:
    * On all Dexterity and Survival checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Dexterity and Survival checks, add 3.

    Location #6: Library
    Urban
    At This Location: On your check against a spell or a Book boon, add 1d6.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: You may heal a discarded or buried Book card.
    M: 0 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: None
    Library Card 1:
    Death's Touch
    CotCT
    Spell 4
    Traits:
    Arcane
    Attack
    Divine
    Magic
    Undead
    To Acquire:
    Intelligence
    Arcane 11
    OR Wisdom
    Divine 13
    For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.

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

    Library Card 2:
    Steal Soul
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    Divine
    To Acquire:
    IntelligenceArcane 12
    OR WisdomDivine 10
    When a local character defeats a monster that is not immune to Attack, display. While displayed:
    * On your checks, add 1d4.
    * At the end of the scenario, banish; if proficient, discard instead.
    Library Card 3:
    Headband of Mental Superiority
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Charisma 13
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
    Library Card 4:
    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.
    Library Card 5:
    Divine Fortune
    CotCT
    Spell 3
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 11
    Display. While displayed:
    * On local checks, add 1d6.
    * At the start of your turn, banish.

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

    Library Card 6:
    Belt of Physical Might
    CotCT
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 13
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.


    Female Human | My Deck Handler Psychic / Arcane+Occultist+Ranged (12789-1020)

    forgot ablaze
    Random Roll: 1d4 - 2 ⇒ (1) - 2 = -1 No damage


    Ramexes Deck Handler STR d8 (+2) (Melee +3) | DEX d6 | CON d8 | INT d6 | WIS d4 | CHA d10 (+4) (Divine +1) (Diplomacy +2)

    "OFF-TURN ACTIONS:
    Take Rivani's Combat 9 for their Zombie

    Combat 9: 1d8 + 5 + 1d8 + 1 + 1d8 + 1d8 + 1 ⇒ (4) + 5 + (1) + 1 + (1) + (6) + 1 = 19

    Roll Details:

    Combat(Melee) - 1d8+5
    Ukwar Axe - 1d8+1
    Ukwar Axe (Undead) - 1d8
    Touch of Flame - 1d8+1

    Now do my own Zombie

    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.

    Combat 9: 1d8 + 5 + 1d8 + 1 + 1d8 + 1d8 + 1 ⇒ (8) + 5 + (3) + 1 + (2) + (3) + 1 = 23

    Roll Details:

    Combat(Melee) - 1d8+5
    Ukwar Axe - 1d8+1
    Ukwar Axe (Undead) - 1d8
    Touch of Flame - 1d8+1

    Combat 16(11+5): 1d8 + 5 + 1d8 + 1 + 1d8 + 1d8 + 1 ⇒ (2) + 5 + (5) + 1 + (4) + (6) + 1 = 24

    Roll Details:

    Combat(Melee) - 1d8+5
    Ukwar Axe - 1d8+1
    Ukwar Axe (Undead) - 1d8
    Touch of Flame - 1d8+1

    Defeating a monster lets me examine top 2
    Card 1 - Henchman Proxy A2
    Card 2 - Bloodbug Swarm

    ========================
    Ramexes starts his turn.
    Hour: The Forge
    Hour Power:On your check, add 1 for each type of boon played.
    Location: Arsenal
    Location Power:On your combat check, add 1 for each weapon played.
    During This Adventure:
    Scenario Powers:

  • At the end of your move step, you may move to a random location; if you do not, banish the top card of that location.
  • Wildcards
  • Ablaze:At the end of your turn, suffer 1d4-2 Fire damage. The assassins have also set the Countess' chambers ablaze.
  • Monstrous: When building the locations, add 6 monsters, distributed as evenly as possible.More than just assassins have been sent after the Countess.

    Random Location: 1d6 ⇒ 5
    Move to Chambers

    Red Mantis Assassin:

    Story Bane
    Type: Monster
    Traits: Assassin Human Red Mantis Veteran
    To Defeat: Combat 10+##
    Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded.

    Autofail the BYA
    DIfficulty: 1d6 ⇒ 6

    Combat 26(10+5+5+6): 1d8 + 5 + 1d8 + 1 + 1d8 + 1d8 + 1 + 1d8 ⇒ (5) + 5 + (8) + 1 + (1) + (8) + 1 + (7) = 36

    Roll Details:

    Combat(Melee) - 1d8+5
    Ukwar Axe - 1d8+1
    Reload - 1d8
    Touch of Flame - 1d8+1
    Regill (Hellknight of the Nail) - 1d8

    Examine top 2 cards of my location
    Chambers Card 1 - Red War Paint
    Chambers Card 2 - Volcanic Storm

    No weapons, so call it good here

    Ablaze: 1d4 - 2 ⇒ (2) - 2 = 0

    "

    Ramexes wrote:

    Hand: Ukwar Axe, Thundering Earthbreaker, Divine Insight, Abadar's Law, Gorum's Iron,

    Displayed: Angelic Armor,
    Deck: 11 Discard: 3 Buried: 1
    Current Location: Arsenal
    Hero Points: 0
    NOTES:
    Available Support:
  • Abadar's Law - Recharge for Acquire Checks
  • Gorums Iron recharges to bless non-Attack Combat checks
    Other: Paizo reroll used for scenario 6-5C?: Y
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Giantbane Greataxe, Our Lord In Iron, Clib (Clockwork Librarian), Heat Metal, Wand of Restorative Touch, Dragonbane Greatsword, Lyrune-Qua Truthspeaker, The Vision, Aqueous Orb
    Recharged: Blessing of the Gods, Regill (Hellknight of the Nail),
    Discard Pile: Flamer (Druid of the Flame), Major Cure, The Healing Light,
    Buried Pile: Staff of Minor Healing,

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

    Favored Card: Weapons
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
    Proficiencies:
    Weapons
    POWERS:
    When you defeat a monster, you may examine the top card (☑ or top 2 cards) of your location deck.
    You may recharge (☑ or reveal) a card that has the Divine trait to add 1d8 (☑ +1 ) and the Fire (☑ or Acid or Poison) trait to your combat check.
    You may bury an ally from your discard pile to explore your location.
    ☑ When you discard a weapon for its power, you may first recharge a random card from your discards.
    ☑ When you close a location and move to the Base, you may immediately explore it once. (YoRR)
    ☑ After you use the Base's power to recharge cards, you may move or shuffle your deck. (YoRR)

    "

    End of Turn Summary
    Banished Card 1 of Siege Deck
    Examined top 2 cards of the Chambers


  • Deck Handler

    Off-turn: no activity

    Ranzak's turn
    Hour of The Paladin
    When another character avenges your encounter, heal 1d4 cards.

    SoT: Ring of Regeneration recharges Forensic Physician.

    Move to 1d6 ⇒ 1 Arsenal
    On your combat check, add 1 for each weapon played.

    Wave hi to Rivani

    Free explore of #2: Bloodbug Swarm
    Reveal Snakebite dagger (trigger its poison), reveal Embalming Fluid, Arsenal bonus
    Combat 10 (14): 1d10 + 4 + 1d4 + 1 + 1d8 + 2 + 1 ⇒ (7) + 4 + (3) + 1 + (6) + 2 + 1 = 24 Success
    Embalming Fluid Check: Disable 7: 1d10 + 4 + 1d8 ⇒ (9) + 4 + (8) = 21

    Combat 11 (15): 1d10 + 4 + 1d4 + 1 + 1d8 + 2 + 1 ⇒ (7) + 4 + (4) + 1 + (2) + 2 + 1 = 21 Success
    Embalming Fluid Check: Disable 7: 1d10 + 4 + 1d8 ⇒ (2) + 4 + (6) = 12

    Combat 12 (16): 1d10 + 4 + 1d4 + 1 + 1d8 + 2 + 1 ⇒ (2) + 4 + (3) + 1 + (4) + 2 + 1 = 17 Success
    Embalming Fluid Check: Disable 7: 1d10 + 4 + 1d8 ⇒ (9) + 4 + (2) = 15

    Discard Boots of Alacrity to explore #3: Fury Devil
    BA: Recharge Blessing of the Quartermaster
    Dex 11: 1d10 + 3 + 1d10 ⇒ (9) + 3 + (7) = 19 Success

    CtD: Reveal Venomous Dagger, recharge Snakebite, ask Ramexes to recharge Gorum's Iron and Rivani to recharge The First, Arsenal bonus
    Combat 23: 1d10 + 4 + 1d4 + 2 + 1d4 + 1d10 + 1d10 + 2 ⇒ (2) + 4 + (3) + 2 + (1) + (7) + (7) + 2 = 28 Success

    Discard Blessing of Wadjet to examine #4: Trapped Chest - right up his alley, so explore.
    Reveal and recharge Thieves' Tools
    Disable 7+5=12: 1d10 + 4 + 2d8 ⇒ (10) + 4 + (8, 8) = 30 Success
    Summon and encounter an item: Wayfinder Survival 10: 1d4 + 3 + 1d4 + 3 + 1d4 ⇒ (1) + 3 + (4) + 3 + (4) = 15
    Add trap counter to Arsenal

    Ranzak!: 1d6 ⇒ 3

    Bonus explore of #5: Red Mantis Assassin
    Evade and let Rivani handle it - triggering trap for d6+1 to defeat.

    Recharge Wayfinder to move to Reading Room and examine its top two: Divine Blaze and Healing Light.

    End turn
    Ring of Regeneration recharges Blessing of Yaezhing

    Ranzak wrote:

    Hand: Venomous Dagger, Corrosion, Steel Ibis Lamellar, Staff of Minor Healing (Core), Embalming Fluid, Ring of Regeneration, Gem of Physical Prowess (Core), Master of Masters,

    Displayed: Angelic Armor,
    Deck: 8 Discard: 5 Buried: 0
    Hero Points: 2
    Used Accessory re-roll: N
    NOTES:
    Available Support: Dagger, Corrosion, Staff, and Blessing are available
    Other: Will attempt to acquire any boon others fail to acquire (if it's straightforward, feel free to bot).

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Locksmith
    Recharged: Limning Starknife, Forensic Physician, Blessing of the Quartermaster, Snakebite Dagger, Thieves' Tools (Core), Wayfinder, Blessing of Yaezhing,
    Discard Pile: Galvanic Chakram +1, Blessing of the Savored Sting, Cerulean Mastermind, Boots of Alacrity, Blessing of Wadjet,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2 ☐ +3
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3
    Disable: Dex +1
    Stealth: Dex +1
    Constitution d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Fortitude: Con +1
    Intelligence d4
    Wisdom d4 ☐ +1 ☐ +2 ☐ +3
    Survival: Wis +3
    Charisma d6 ☑ +1 ☐ +2

    Favored Card: None
    Hand Size: 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
    Proficiencies:
    Weapons, ☑ Armor
    POWERS:
    If there is another local character, you may evade a bane; a random other local character encounters it instead.
    On your check to acquire a boon, add 1d4 (☑ +1) (☑ +3).
    When you acquire a boon on your turn, you may roll 1d6; on a (☑ 3,) 4, 5, or 6, explore your location.
    ☑ If another local character fails to acquire a boon, you may attempt a check to acquire it.
    ☐ When you close or guard your location, draw a new plunder card.
    ☐ You may discard a card from the hourglass to explore your location.
    When you defeat a barrier, you may mark your location to represent setting a trap. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.


    Female Human | My Deck Handler Psychic / Arcane+Occultist+Ranged (12789-1020)

    Must encounter assassin on Ranzak's turn

    Red Mantis Assassin: :

    Story Bane
    Type: Monster
    Traits: Assassin Human Red Mantis Veteran
    To Defeat: Combat 10+##
    Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded.

    steal soul + headband
    Wisdom Check DC 4+5=9: 1d8 + 2d4 ⇒ (1) + (1, 1) = 3 no success..difficulty increased by d6

    difficulty Roll: 1d6 ⇒ 6

    Use Life Drain + trap + freely recharge the First + steal soul + headband
    Arcane INT Check DC 10+10+6=26: 1d12 + 6 + 2d4 + 1d6 + 1 + 1d12 + 2d4 ⇒ (2) + 6 + (2, 1) + (3) + 1 + (11) + (1, 2) = 29 Success; heal 1
    Rivani (Phrenic Master) has all cards in her discard pile healed: (The Foreign Trader). Deck shuffled.

    Life Drain: Arcane 9: 1d12 + 6 + 2d4 ⇒ (9) + 6 + (1, 4) = 20 -> Life Drain auto recharged .


    During This Adventure:

    Spoiler:

    At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventures harrow suit as being level #.
    Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)

    When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

    Start with all level 0, 1, 2, 3, 4, and 5 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, and 2 non-Veteran banes and you may remove any Level 0, 1, and 2 non-Veteran, non-blessing boons.

    Harrow Suit: Hammers

    Base Powers: No base this scenario
    After you use the Base's power to recharge cards, you may move or shuffle your deck.
    When you close a location and move to the Base, you may immediately explore it once.

    Shared Tracker (Hands/Loot/Supporters)

    During This Scenario: Setup When building the locations, set aside the banes in a siege pile, then shuffle in a number of non-closing henchmen Red Mantis Assassins—Proxy A and Assassination Attempts—Proxy B equal to the number of characters.

    During This Scenario: When you would explore, instead encounter the top card of the siege pile as if it were the top card of your location. If it is not defeated, shuffle it into the siege pile.

    While using a power that examines cards, you may treat the siege pile as your location.

    When a bane is undefeated, banish the top card of your location and of an unoccupied location; when a location has no cards, it closes automatically.

    At the end of your move step, you may move to a random location; if you do not, banish the top card of that location.

    When the last location closes, you lose.

    To win, empty the siege pile.

    Wildcards
    Ablaze:At the end of your turn, suffer 1d4-2 Fire damage. The assassins have also set the Countess' chambers ablaze.
    Monstrous: When building the locations, add 6 monsters, distributed as evenly as possible. More than just assassins have been sent after the Countess.

    Additional Rules: Story Banes

    Danger: Red Mantis Assassin
    Villain: None
    Henchmen (Closing): None

    Red Mantis Assassin:

    Story Bane
    Type: Monster
    Traits: Assassin Human Red Mantis Veteran
    To Defeat: Combat 10+##
    Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded.

    Assassination Attempt:

    Story Bane
    Type: Barrier
    Traits: Skirmish Red Mantis Veteran
    To Defeat: Combat 14+## OR Fortitude 5+#
    Before acting, a local character summons and encounters the story bane Red Mantis Assassin. If it is not defeated, this card is undefeated. If undefeated, bury either an armor or a Healing card, or banish the top 5 cards of the hourglass and bury your discards.

    Scenario Level (#): 5

    Turn: 13, Adowyn/skizzerz

    Random Cards:

    Monsters
    Spoiler:
    Chimera
    Core
    Monster 3
    Traits:
    Aberration
    Chimera
    To Defeat:
    Combat 9
    THEN Combat 10
    THEN Combat 11
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, 3 random local characters suffer 1d4 Combat damage.

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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


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

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


    Spoiler:
    Quickened Ray
    CotCT
    Spell 5
    Traits:
    Arcane
    Attack
    Divine
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 12
    On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.

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


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

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

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

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

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

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

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

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

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

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

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

    Allies
    Spoiler:
    Lyrune-quah Moon Maiden
    CotCT
    Ally 5
    Traits:
    Barbarian
    Human
    Loot
    Respect
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat A Monster 0
    Display. While displayed:
    * On all combat and Fortitude checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all combat and Fortitude checks, add 3.

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

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

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

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

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

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

    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:
    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 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.

    Hour Power: No effect.

    Current Hour:

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

    Hours Remaining: 17

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 1 Rivani/Zalarian
    The Lady of Mysteries
    Core
    Blessing 3
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless.
    On a check against an Undead bane, recharge to bless.
    Discard to draw 3 cards, then recharge 3 cards, then you may explore.
    Hourglass Card 2 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 2 Ramexes/Gimry
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    Veteran
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    Wisdom
    Divine
    Perception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Hourglass Card 3 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 3 Ranzak/Iceman91
    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 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 4 Adowyn/skizzerz
    Master of Masters
    Core
    Blessing 3
    Traits:
    Deity: Irori
    Divine
    When this is the hour: On your check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 8
    On any check, discard to bless.
    On your check, discard to bless twice.
    Discard to explore. This exploration, you may reroll any dice showing 1.
    Hourglass Card 5 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 5 Rivani/Zalarian
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    Veteran
    When this is the hour: You may avenge by discarding a card.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 6 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 6 Ramexes/Gimry
    The Wind and the Waves
    Core
    Blessing 3
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: At the start of the turn, any character may recharge a card to move.
    To Acquire:
    Wisdom
    Divine
    Survival 8
    On a local check, discard to bless.
    After the roll, if it is a check to close or to guard, the character may reroll.
    Discard to let a local character move, then you may explore.
    Hourglass Card 7 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 7 Ranzak/Iceman91
    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 8 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 8 Adowyn/skizzerz
    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 9 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 9 Rivani/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 10 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 10 Ramexes/Gimry
    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 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 11 Ranzak/Iceman91
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.
    Hourglass Card 12 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 12 Adowyn/skizzerz
    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.
    Hourglass Card 13 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 13 Rivani/Zalarian
    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.
    Hourglass Card 14 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 14 Ramexes/Gimry
    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.
    Hourglass Card 15 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 15 Ranzak/Iceman91
    Our Lord In Iron
    Core
    Blessing 3
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 8
    On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
    Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
    Hourglass Card 16 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 16 Adowyn/skizzerz
    The Twin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, the first item or ally played is played freely.
    To Acquire:
    Charisma
    Stealth 4+#
    When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
    Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
    Hourglass Card 17 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 17 Rivani/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.

    Siege Deck
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 2
    Siege Deck Card 1:

    Henchman Proxy B4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Siege Deck Card 2:

    Xenarth
    CotCT
    Monster 4
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 24
    Immune to Electricity and Poison.
    Before acting, each local character suffers 2 Acid Damage.
    If undefeated, suffer the scourge Poisoned.
    Siege Deck Card 3:

    Haunt
    Core
    Barrier 2
    Traits:
    Task
    Trigger
    Undead
    Veteran
    To Defeat:
    Charisma
    Diplomacy 8+#
    OR Divine 6+#
    When examined, suffer the scourge Frightened.
    Cannot be evaded.
    If undefeated, suffer the scourge Drained.
    Siege Deck Card 4:

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

    Location #1: Arsenal
    Underground
    Urban
    At This Location: On your combat check, add 1 for each weapon played.
    When Closing: Summon and acquire a weapon.
    When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
    M: 0 Ba: 0 W: 3 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Rivani/Zalarian, Ranzak/Iceman91, Adowyn/skizzerz, None

    Arsenal Card 1 (Acidic Bolas):
    Acidic Bolas
    CotCT
    Weapon 3
    Traits:
    Acid
    Bludgeoning
    Chain
    Magic
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
    If proficient, discard to evade a monster you encounter.
    Arsenal Card 2 (Sable Company Leathers):
    Sable Company Leathers
    CotCT
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Acrobatics
    Fortitude 10
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
    Arsenal Card 3 (Salvator Scream):
    Salvator Scream
    CotCT
    Ally 4
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 10
    OR Knowledge 9
    On a local Knowledge or Perception check, recharge to add 1d8.
    Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
    Arsenal Card 4:
    Deathbane Sling
    CotCT
    Weapon 5
    Traits:
    Bludgeoning
    Magic
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
    On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
    Arsenal Card 5:
    Fate-reader Lenses
    CotCT
    Item 3
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Arcane
    Divine
    Perception 8
    On any Perception check, reveal to add 1d10.
    Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
    Arsenal Card 6:
    Seeking Longbow
    CotCT
    Weapon 3
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Location #2: Manor
    Urban
    At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Search your deck for a card and draw it.
    M: 0 Ba: 0 W: 0 Sp: 2 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: None
    Manor Card 1:
    Landshark Whelp
    CotCT
    Ally 4
    Traits:
    Aberration
    To Acquire:
    Wisdom
    Survival 9
    On a local combat check, freely banish to add 2d6 and the Piercing trait.
    Banish to explore. This exploration, you may ignore cards' before acting powers.

    DURING RECOVERY
    You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.

    Manor Card 2:
    Jasan Adriel
    CotCT
    Ally 4
    Traits:
    Human
    Spy
    To Acquire:
    Charisma
    Diplomacy 11
    OR Knowledge 10
    On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.
    This exploration, when you would encounter a story bane, another local character may encounter it instead.
    Manor Card 3:
    Scrying
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 14
    OR Wisdom
    Divine 13
    Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
    Shuffle the location, then reload any set-aside cards into the location in any order.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 16 or Divine 15 check to recharge it instead.

    Manor Card 4:
    Totem Klar
    CotCT
    Armor 4
    Traits:
    Magic
    Offhand
    Piercing
    Respect
    Shield
    To Acquire:
    Constitution
    Fortitude
    Melee
    Survival 11
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    Manor Card 5:
    Ambrosia
    Core
    Item 3
    Traits:
    Alchemical
    Liquid
    Healing
    To Acquire:
    IntelligenceCraft 12
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 14 check to recharge this card.
    Manor Card 6:
    Instrument of Agony
    CotCT
    Spell 4
    Traits:
    Divine
    Magic
    Veteran
    To Acquire:
    Wisdom
    Divine 10
    Display next to a character. While displayed:
    * On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
    * At the end of the turn, banish.

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

    Manor Card 7:
    Blue War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 4
    Display. While displayed:
    * When you defeat a monster, after the encounter, you may discard a card to move.
    * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.

    Location #3: Reading Room
    Sacred
    Urban
    At This Location: On your check, if the hour is Harrow, add 1.
    When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
    When Permanently Closed: Heal a blessing.
    M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 0
    Located/Displayed Here: Trap Counter
    Reading Room Card 1:
    Divine Blaze
    CotCT
    Spell 4
    Traits:
    Attack
    Divine
    Fire
    Magic
    To Acquire:
    Wisdom
    Divine 12
    For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.

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

    Reading Room Card 2:
    The Healing Light
    Core
    Blessing 3
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: Characters cannot suffer scourges.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless. If the character succeeds at the check, heal them for a card.
    Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
    Reading Room Card 3:
    Lady Luck
    Core
    Blessing 3
    Traits:
    Deity: Desna
    Divine
    When this is the hour: When you play a blessing, you may give a card to any character.
    To Acquire:
    Wisdom
    Divine
    Perception 8
    On any check, freely discard to reroll.
    Discard to move, then explore.
    Reading Room Card 4:
    Breath of Life
    CotCT
    Spell 5
    Traits:
    Divine
    Magic
    Healing
    To Acquire:
    WisdomDivine 13
    Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.

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

    Reading Room Card 5:
    Red Mantis Mask
    CotCT
    Item 3
    Traits:
    Accessory
    Deity: Achaekek
    Magic
    Red Mantis
    To Acquire:
    Constitution
    Fortitude 8
    On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead.
    On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8.
    Reading Room Card 6:
    The Dance
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, discard to bless twice.
    Discard to explore.
    Reading Room Card 7:
    Ruan Mirukova
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 12
    On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
    Discard to explore; you may first heal a card.

    Location #4: Stable
    Urban
    At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
    When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 3 Bl: 0 ?: 0
    Located/Displayed Here: None
    Stable Card 1:
    Maiden's Helm
    CotCT
    Armor 3
    Traits:
    Gray Maiden
    Heavy Armor
    Helm
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 10
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer Combat damage, freely reveal to reduce it by 2.
    On your Diplomacy check, reveal to add 1d6.
    After playing this armor, you may not play a Helm boon this encounter.
    Stable Card 2:
    Sable Company Marine
    CotCT
    Ally 3
    Traits:
    Human
    Soldier
    To Acquire:
    Dexterity
    Ranged 11
    THEN Charisma
    Diplomacy 10
    On the first combat check of a turn, if it is local, recharge to add 1d8.
    Discard to explore. This exploration, on your first combat check, add 1d8.
    Stable Card 3:
    Djinn
    Core
    Ally 3
    Traits:
    Genie
    Outsider
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 12
    Recharge to draw a card, then shuffle your deck.
    Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
    Stable Card 4:
    Andachi
    CotCT
    Ally 5
    Traits:
    Ghost
    Undead
    To Acquire:
    Charisma
    Diplomacy 12
    OR Bury A Divine Boon 0
    Display. While displayed:
    * On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
    * At the end of the turn, banish.
    Bury to explore; you may bury a Divine boon to reload instead.

    Location #5: Chambers
    Underground
    Urban
    At This Location: When you fail to acquire a boon, shuffle it into its location.
    When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: Ramexes/Gimry, None
    Chambers Card 1 (Red War Paint):
    Red War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 7
    Display. While displayed:
    * When you suffer Electricity or Fire damage, reduce it by 3.
    * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Chambers Card 2 (Volcanic Storm):
    Volcanic Storm
    Core
    Spell 3
    Traits:
    Arcane
    Attack
    Bludgeoning
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 11
    For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
    Chambers Card 3:
    Wand of Flame
    Core
    Item 2
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic
    Veteran
    Wand
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 11
    For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
    Chambers Card 4:
    Enhance
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Magic
    Veteran
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    Freely display next to a local character and choose a skill. While displayed:
    * On their checks using that skill, add 1+#.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
    Chambers Card 5:
    Raccoon
    Core
    Ally 3
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 12
    On a local Dexterity non-combat or Disable check, recharge to add 1d8.
    Discard to explore. If you encounter a barrier, you may evade it and explore.
    Chambers Card 6:
    Skoan-quah Boneslayer
    CotCT
    Ally 4
    Traits:
    Human
    Ranger
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat The Danger
    Display. While displayed:
    * On all Dexterity and Survival checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Dexterity and Survival checks, add 3.

    Location #6: Library
    Urban
    At This Location: On your check against a spell or a Book boon, add 1d6.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: You may heal a discarded or buried Book card.
    M: 0 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: None
    Library Card 1:
    Death's Touch
    CotCT
    Spell 4
    Traits:
    Arcane
    Attack
    Divine
    Magic
    Undead
    To Acquire:
    Intelligence
    Arcane 11
    OR Wisdom
    Divine 13
    For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.

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

    Library Card 2:
    Steal Soul
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    Divine
    To Acquire:
    IntelligenceArcane 12
    OR WisdomDivine 10
    When a local character defeats a monster that is not immune to Attack, display. While displayed:
    * On your checks, add 1d4.
    * At the end of the scenario, banish; if proficient, discard instead.
    Library Card 3:
    Headband of Mental Superiority
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Charisma 13
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
    Library Card 4:
    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.
    Library Card 5:
    Divine Fortune
    CotCT
    Spell 3
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 11
    Display. While displayed:
    * On local checks, add 1d6.
    * At the start of your turn, banish.

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

    Library Card 6:
    Belt of Physical Might
    CotCT
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 13
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.


    Deck Handler

    Oh, minor note - I moved to the Reading Room and examined its top two.

    No need to update, just mentioning in case it comes up.


    Deck Handler // Tier 6.2 // 0 Hero Points // Looking for Item 6 > Armor 5 > Ally 6 > Armor 6

    Correction to BR update: I am currently located at Manor, not Arsenal.

    Hour of Incitation. Start of turn use Manor power, recharging Efficient Quiver to draw Nirmathas Longbow. Leryn examines top card of Siege Deck: Henchman Proxy B4 (Assassination Attempt). Move to 1d6 ⇒ 4 Stable and explore.

    Siege Deck 1: Assassination Attempt. When encountering a barrier, I draw a card (Mammoth Hide Armor). Character power adds 1d6 to all checks this exploration. Summon Red Mantis Assassin. BA Rivani reveals Fate-Reader Lens Perception 4+5=9: 1d8 + 5 + 1d6 + 1d10 ⇒ (7) + 5 + (4) + (8) = 24. CtD reveal Marksman's Bow and Archer's Bracers and display Aspect of the Wolf. Combat 10+5+5=20: 1d10 + 1d6 + 11 + 1d6 + 2 + 1d6 ⇒ (4) + (1) + 11 + (3) + 2 + (1) = 22 Defeated. For defeating a monster, examine top card of deck: Fox. It's an Animal so I draw it. Same set of things for the Assassination Attempt CtD Combat 14+5+5=24: 1d10 + 1d6 + 11 + 1d6 + 2 + 1d6 ⇒ (6) + (1) + 11 + (5) + 2 + (4) = 29 Defeated.

    Reload Leryn to examine and rearrange the next 2 cards of the Siege Deck: Xenarth and Haunt (trigger, suffer Frightened). Put barrier on top, discard Fox to explore.

    Siege Deck 3: Haunt. When encountering a barrier, draw a card (Leryn). Ranzak discards Master of Masters to bless. Divine 6+5=11: 2d8 + 5 ⇒ (4, 4) + 5 = 13 Defeated. Reload Leryn again to examine/rearrange the next 2 cards of the Siege Deck: Xenarth and Proxy B2 (Assassination Attempt). Put Assassination Attempt on top, then discard Old Deadeye to explore (adding 1d8 to all of my Perception and Ranged checks this exploration).

    Siege Deck 4: Assassination Attempt. When encountering a barrier, draw a card (Leryn). Summon and encounter Red Mantis Assassin. Frightened: 1d4 - 1 ⇒ (4) - 1 = 3 discard everything except Leryn and Marksman's Bow. BA re-display Leryn. Rivani reveals Fate-Reader Lens. Perception 4+5=9: 1d8 + 5 + 1d8 + 1d10 ⇒ (1) + 5 + (4) + (2) = 12 Reveal Marksman's Bow. Combat 10+5+5=20: 1d10 + 1d6 + 11 + 1d8 + 1d6 ⇒ (4) + (4) + 11 + (2) + (6) = 27 Defeated. For defeating a monster, examine top card of deck: Thorn Bow. Not an Animal so it stays on top. For Assassination Attempt's CtD, reveal and additionally discard Marksman's Bow. Combat 14+5+5=24: 1d10 + 2d6 + 12 + 1d8 + 1d6 ⇒ (10) + (6, 1) + 12 + (8) + (4) = 41 Very defeated.

    End turn, have no cards in hand for Ablaze. Recover Aspect of the Wolf. Divine 10: 1d8 + 5 ⇒ (2) + 5 = 7 Discarded.

    Adowyn wrote:

    Hand: Thorn Bow, Lamashtu's Madness, Balmberry, Cure, Snow Leopard, Hatchetbird,

    Displayed: Leryn (Cohort),
    Deck: 5 Discard: 9 Buried: 0
    Current Location: Stable
    Hero Points: 0
    6-5C Playmat: used
    6-5C Reroll: used // Adowyn has the following scourges marked:
    Frightened:
    While Marked:
    When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.

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


    NOTES:
    Available Support: Use anything marked feel free to use without asking.
    Feel free to use:
    - See below
    Ask in Discord before using:
    - N/A
    Movement: N/A

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Gozreh, Headband of the Wolf, Leryn (Ally)
    Recharged: Major Cure, Efficient Quiver,
    Discard Pile: Blessing of Erastil, Blessing of the Ancients, Fox, Blessing of Old Deadeye, Nirmathas Longbow, Archer's Bracers, Mammoth Hide Armor, Marksman's Bow, Aspect of the Wolf,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Ranged: Dexterity +3
    Disable: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Divine: Wisdom +2
    Survival: Wisdom +2
    Perception: Wisdom +2 (while Leryn is displayed)
    Charisma d6 ☐ +1 ☐ +2
    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Weapons, Divine
    POWERS:
    After you defeat a monster (☐ or a barrier), you may examine the top card of your deck; if it has the Animal trait (☐ or is a weapon), you may draw it. (☐ Then you may recharge the top card of your deck.)
    You may recharge a card to evade a bane you encounter (☐ or discard a card to allow another character at your location to do so). Then you may examine the top card of your location deck (☑ and you may put it under the top card of that deck).
    ☑ Add 1d6 to the first check of your turn (☑ and to all checks during the first exploration of your turn).
    ☑ When you encounter a barrier, you may draw a card.
    ☑ You gain the skill Disable: Dexterity +2.
    ☐ You gain the skill Stealth: Dexterity +2.

    Ranzak discards Master of Masters.

    Since there's only one card left in the Siege Deck, I can bless twice with Lamashtu's Madness (blessing), recharge Snow Leopard for +1d4 (ally), and freely reload Thorn Bow for +1d4+1 (free weapon). If you have better blessings/allies to play then of course use those instead, but otherwise plan on me playing all of those resources since I'm not going to have another turn.

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