[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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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: 14 - Hourglass Card 1 Rivani/Zalarian
The Lady of Mysteries

Hour Rules: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.

SOT: None
Give Card: None
Since Ranzak is at REading Room and Adowyn is at Stable, I will choose to stay at Arsenal and banish the top card (Arsenal Card 1 (Acidic Bolas))

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 Arsenal..card banished..see above
examine top 3 cards of location deck
Arsenal Card 2 (Sable Company Leathers):
Arsenal Card 3 (Salvator Scream):
Arsenal Card 4: Deathbane Sling

Location Powers: On your combat check, add 1 for each weapon played.

Explore: Siege Deck Card 2: Xenarth

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.

Will send False life to recovery for acid damage
Recharge Dust of Revealing to use Knowledge with Vindicator, Adowyn reloads Thorn bow for 1d4+1 and recharges snow leopard for 1d4, Adowyn blesses twice with Lamashtu's Madness, steal soul, headband, location adds 2 for 2 weapons used
INT Knowledge Ranged Check DC 24: 1d12 + 6 + 1d10 + 1 + 1d4 + 1 + 1d4 + 2d12 + 1d4 + 1d4 + 2 ⇒ (1) + 6 + (10) + 1 + (2) + 1 + (1) + (1, 12) + (1) + (4) + 2 = 42 Success; siege deck is clear


Scenario 5C: Revisiting the Countess
Development:
You were able to fend off the attacks of the Red Mantis assassins, so thanks to you, the Countess is safe! You tell her of your discoveries at the Lupescinov manor, and of your battle against the waves of undead as you resanctified the city’s graveyard. Given the full report of your deeds in the service of Ardis — and the fact that you just saved the lives of her and her guards — the Countess is more than happy to lend you the city’s guard to put an end to the heinous plots in her city. She also vows to inform the citizens that you were the ones to save her from the assassins, and that you are leading the charge to protect Ardis from the Whispering Tyrant, a fact that will surely earn you back some of their trust.

Rewards:

Scenario: The party gets all boons remaining in locations. Adventure Card Society characters may choose a bonus deck upgrade.

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

Upgrades:
Sable Company Marine (Ally 3)
Jasan Adriel (Ally 4)
Skoan-quah Boneslayer (Ally 4)
Djinn (Ally 3)
Ruan Mirukova (Ally 3)
Andachi (Ally 5)
Salvator Scream (Ally 4)
Landshark Whelp (Ally 4)
Raccoon (Ally 3)
Sable Company Leathers (Armor 3)
Totem Klar (Armor 4)
Maiden's Helm (Armor 3)
The Healing Light (Blessing 3)
The Dance (Blessing 1)
The Vision (Blessing 1)
Lady Luck (Blessing 3)
The Demon's Lantern (Blessing 1)
The Locksmith (Blessing 1)
Lamashtu's Madness (Blessing 2)
Headband of Mental Superiority (Item 5)
Wayfinder (Item 3)
Fate-reader Lenses (Item 3)
Wand of Flame (Item 2)
Blue War Paint (Item 4)
Red War Paint (Item 4)
Red Mantis Mask (Item 3)
Ambrosia (Item 3)
Belt of Physical Might (Item 4)
Volcanic Storm (Spell 3)
Instrument of Agony (Spell 4)
Scrying (Spell 5)
Death's Touch (Spell 4)
Breath of Life (Spell 5)
Divine Fortune (Spell 3)
Enhance (Spell 0)
Divine Blaze (Spell 4)
Steal Soul (Spell 5)
Seeking Longbow (Weapon 3)
Deathbane Sling (Weapon 5)

Ally 544443333
Armor 433
Blessing 3321111
Item 544433332
Spell 555444330
Weapon 53


Scenario 6-5D: An Unwelcome Reunion

It’s a good thing that you have the Ardis city guard on your side, because you’ll need help investigating the many places where a possible threat could fester. You’ve had a day or so to pore over the documents you found in the Lupescinov manor, and they suggest that the culprits are likely to have a hideout in an abandoned manor on the outskirts of the city, a place to slink back to after carrying out their nefarious deeds. There are plenty of abandoned manors scattered around the edges of town which could serve as a possible headquarters, many of which come with their own legends of hauntings and ruin.

After delegating a few groups of guards to investigate on the west side of town, you decide to head east. Rummaging through a few old ruined estates, the biggest threats you find are some loose floorboards and startled wildlife. When you return to the rendezvous point in town, however, one of the groups of guards is missing. And after the dusk slowly fades into proper nightfall, there’s still no sign of them. Someone needs to figure out what happened, and you’re not going to risk sending another group of guards without knowing what happened to the first. This is your task, and you intend to see it through.

When you reach the crumbling mansion that the missing guards had sought, you are filled with an immediate sense of dread. The very air seems thick with fungus and decay. Though the surface levels are rotted away and unstable, you soon find a set of stairs leading down into a vast underground crypt. Unfortunately, you’re not alone as you descend these stairs. You are greeted by the writhing and shambling corpses of undead as they make their way toward you from all corners of the room. It is then that you hear a familiar dry cackle that sends shivers down your spine. In the centre of the chamber, performing some gruesome bloody ritual upon a raised stone altar, is the lich Trazavai. But how is this possible? You destroyed him!

It appears that the relic that you destroyed was not Trazavai’s true phylactery. It was merely a decoy. He stands before you once again, a wretched smile torn across his cackling face as he marches his undead minions toward you like puppets on strings. You may not know what his true phylactery is, but now is not the time to investigate. Right now, you must defeat the lich once more, even if you know that it’s only a temporary fix. You resolve to discover his real phylactery and destroy him for good, but right now you can only focus on one thing: surviving!


Scenario 6-5D: An Unwelcome Reunion
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 Survivor Harrow Suit: Shields

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.

Setup Add the Perils wildcard Hostile.

Before building the locations, search the vault for Undead monsters, shuffle them together, and deal 2 of them into each location. When you deal the usual monsters into the locations, use the remaining Undead monsters before taking monsters from the vault.

During This Scenario: Before you attempt to close or guard a location, discard the top card of your deck.

Wildcards
Hostile:When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.Scenario Setup
Withering: At the end of your turn, bury a random card from your discards. That familiar dry cackle that sends shivers down your spine.
Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.Those under Trazavai's control have coordinated attacks.

Story Banes

Danger: Lich (Trazavai)
Villain: Lich (Trazavai)
Henchmen (Closing): Castothrane, Knurlott, Lashton, Vampire, Mummy, Wight-Proxy A

Lich:

Story Bane
Type: Monster
Traits: Lich Undead Veteran
To Defeat: Combat 12+## THEN Combat 11+##
Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack. Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck. If undefeated, suffer the scourges Exhausted and Frightened.

Castothrane:

Story Bane
Type: Monster
Traits: Skeleton Undead
To Defeat: Combat 26
Immune to Cold, Mental and Poison. Resistant to Attack and Fire. Vulnerable to Bludgeoning. Before acting, suffer 1d4 Fire damage, then a random other character summons and encounters the story bane Wraith. If undefeated, move to a random other location and bury 1d4 random cards from your discards.

Knurlott:

Story Bane
Type: Monster
Traits: Skeleton Undead
To Defeat: Combat 14 THEN Combat 18
Immune to Acid, Cold, Electricity, Mental, and Poison. Before acting, each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4 Acid damage. When you discard cards as damage, you must first choose weapons, blessings, and/or Healing spells.

Lashton:

Story Bane
Type: Monster
Traits: Skeleton Undead
To Defeat: Combat 18 THEN Combat 21
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, each character may summon and encounter the story bane Ancient Skeleton. The difficulty to defeat this monster is increased by twice the number of characters who did not defeat an Ancient Skeleton.

Vampire:

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

Mummy:

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

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.


Ramexes discards The Desert Harrow!

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.

Ranzak discards The Juggler
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.


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: Shields

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 Add the Perils wildcard Hostile.

Before building the locations, search the vault for Undead monsters, shuffle them together, and deal 2 of them into each location. When you deal the usual monsters into the locations, use the remaining Undead monsters before taking monsters from the vault.

During This Scenario: Before you attempt to close or guard a location, discard the top card of your deck.

Wildcards
Hostile:When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.Scenario Setup
Withering: At the end of your turn, bury a random card from your discards. That familiar dry cackle that sends shivers down your spine.
Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.Those under Trazavai's control have coordinated attacks.

Additional Rules: Story Banes

Danger: Lich (Trazavai)
Villain: Lich (Trazavai)
Henchmen (Closing): Castothrane, Knurlott, Lashton, Vampire, Mummy, Wight-Proxy A

Lich:

Story Bane
Type: Monster
Traits: Lich Undead Veteran
To Defeat: Combat 12+## THEN Combat 11+##
Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack. Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck. If undefeated, suffer the scourges Exhausted and Frightened.

Castothrane:

Story Bane
Type: Monster
Traits: Skeleton Undead
To Defeat: Combat 26
Immune to Cold, Mental and Poison. Resistant to Attack and Fire. Vulnerable to Bludgeoning. Before acting, suffer 1d4 Fire damage, then a random other character summons and encounters the story bane Wraith. If undefeated, move to a random other location and bury 1d4 random cards from your discards.

Knurlott:

Story Bane
Type: Monster
Traits: Skeleton Undead
To Defeat: Combat 14 THEN Combat 18
Immune to Acid, Cold, Electricity, Mental, and Poison. Before acting, each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4 Acid damage. When you discard cards as damage, you must first choose weapons, blessings, and/or Healing spells.

Lashton:

Story Bane
Type: Monster
Traits: Skeleton Undead
To Defeat: Combat 18 THEN Combat 21
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, each character may summon and encounter the story bane Ancient Skeleton. The difficulty to defeat this monster is increased by twice the number of characters who did not defeat an Ancient Skeleton.

Vampire:

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

Mummy:

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

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.

Scenario Level (#): 5

Turn: 1, Ramexes/Gimry

Random Cards:

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

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

Spoiler:
Mammoth
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 18
OR Survival 9
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:
Friendly Game of Sredna
CotCT
Barrier 4
Traits:
Respect
Task
To Defeat:
Strength 7
OR Constitution
Fortitude 12
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.

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

Spoiler:
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:
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.

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

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

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

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

Spoiler:
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.


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

Spoiler:
Totem Klar
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.

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

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

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

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

Allies
Spoiler:
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:
Lyrune-quah Truthspeaker
CotCT
Ally 4
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy
Divine 12
OR Recharge A Respect Boon 0
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.

Spoiler:
Jasan Adriel
CotCT
Ally 4
Traits:
Human
Spy
To Acquire:
Charisma
Diplomacy 11
OR Knowledge 10
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.

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

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

Spoiler:
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.

Spoiler:
The Worldbreaker
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.

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: 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: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Ranzak/Iceman91:
Spoiler:
Hourglass Card 1 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 2 Adowyn/skizzerz:
Spoiler:
Hourglass Card 2 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 3 Rivani/Zalarian:
Spoiler:
Hourglass Card 3 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 4 Ramexes/Gimry:
Spoiler:
Hourglass Card 4 Ramexes/Gimry
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 Ranzak/Iceman91:
Spoiler:
Hourglass Card 5 Ranzak/Iceman91
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 6 Adowyn/skizzerz:
Spoiler:
Hourglass Card 6 Adowyn/skizzerz
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 7 Rivani/Zalarian:
Spoiler:
Hourglass Card 7 Rivani/Zalarian
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Hourglass Card 8 Ramexes/Gimry:
Spoiler:
Hourglass Card 8 Ramexes/Gimry
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Hourglass Card 9 Ranzak/Iceman91:
Spoiler:
Hourglass Card 9 Ranzak/Iceman91
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 10 Adowyn/skizzerz:
Spoiler:
Hourglass Card 10 Adowyn/skizzerz
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 Rivani/Zalarian:
Spoiler:
Hourglass Card 11 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 12 Ramexes/Gimry:
Spoiler:
Hourglass Card 12 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 13 Ranzak/Iceman91:
Spoiler:
Hourglass Card 13 Ranzak/Iceman91
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 Adowyn/skizzerz:
Spoiler:
Hourglass Card 14 Adowyn/skizzerz
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 15 Rivani/Zalarian:
Spoiler:
Hourglass Card 15 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 16 Ramexes/Gimry:
Spoiler:
Hourglass Card 16 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 17 Ranzak/Iceman91:
Spoiler:
Hourglass Card 17 Ranzak/Iceman91
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 18 Adowyn/skizzerz:
Spoiler:
Hourglass Card 18 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 19 Rivani/Zalarian:
Spoiler:
Hourglass Card 19 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 20 Ramexes/Gimry:
Spoiler:
Hourglass Card 20 Ramexes/Gimry
The Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Hourglass Card 21 Ranzak/Iceman91:
Spoiler:
Hourglass Card 21 Ranzak/Iceman91
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Hourglass Card 22 Adowyn/skizzerz:
Spoiler:
Hourglass Card 22 Adowyn/skizzerz
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 23 Rivani/Zalarian:
Spoiler:
Hourglass Card 23 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 24 Ramexes/Gimry:
Spoiler:
Hourglass Card 24 Ramexes/Gimry
The Hidden Truth
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
To Acquire:
Intelligence
Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
Hourglass Card 25 Ranzak/Iceman91:
Spoiler:
Hourglass Card 25 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 26 Adowyn/skizzerz:
Spoiler:
Hourglass Card 26 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 27 Rivani/Zalarian:
Spoiler:
Hourglass Card 27 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.
Hourglass Card 28 Ramexes/Gimry:
Spoiler:
Hourglass Card 28 Ramexes/Gimry
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
Veteran
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish A Boon None
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hourglass Card 29 Ranzak/Iceman91:
Spoiler:
Hourglass Card 29 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.

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:
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...?
Base Card 2:
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:
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 4:
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 5:
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 6:
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: Lair
Underground
Wild
At This Location: The difficulty to defeat story banes is increased by 2.
When Closing: Succeed at a Strength or Melee 5+# check.
When Permanently Closed: No effect.
M: 5 Ba: 1 W: 2 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Lair Card 1:
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.
Lair Card 2:
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.
Lair Card 3:
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.
Lair Card 4:
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.
Lair Card 5:
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.

Lair Card 6:
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.
Lair Card 7:
Lashton
CotCT
Story Bane 5
Type: Monster
Traits:
Skeleton
Undead
To Defeat:
Combat 18
THEN Combat 21
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning.
Before acting, each character may summon and encounter the story bane Ancient Skeleton. The difficulty to defeat this monster is increased by twice the number of characters who did not defeat an Ancient Skeleton.
Lair Card 8:
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.
Lair Card 9:
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.
Lair Card 10:
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.
Lair Card 11:
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.
Lair Card 12:
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 #2: Ossuary
Sacred
Urban
At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
M: 5 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Ossuary Card 1:
Dragonbane Greatsword
CotCT
Weapon 3
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Ossuary Card 2:
Shining Child
CotCT
Monster 5
Traits:
Fire
Outsider
To Defeat:
Combat 20
Immune to Fire and Poison. All damage is Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Ossuary Card 3:
Skeleton
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Ossuary Card 4:
Dust of Revealing
CotCT
Item 4
Traits:
Craft
Object
To Acquire:
Intelligence
Arcane
Divine 11
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.
Ossuary Card 5:
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.
Ossuary Card 6:
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.
Ossuary Card 7:
Clairvoyance
Core
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Banish to examine the top 3 cards of any location; return them in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
Ossuary Card 8:
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.
Ossuary Card 9:
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.
Ossuary Card 10:
Vampire
Core
Story Bane 2
Type: Monster
Traits:
Undead
Vampire
Veteran
To Defeat:
Combat 10+##
THEN Combat 10+##
OR Divine 7+#
Immune to Mental and Poison.
While acting, before any character plays a card, that character recharges a card.
If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.
Ossuary Card 11:
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.
Ossuary Card 12:
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.

Location #3: Ruin
Urban
At This Location: When a monster is undefeated, shuffle a new monster into the location.
When Closing: Summon and defeat the danger.
When Permanently Closed: Shuffle a new monster into another location.
M: 4 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Ruin Card 1:
Knurlott
CotCT
Story Bane 5
Type: Monster
Traits:
Skeleton
Undead
To Defeat:
Combat 14
THEN Combat 18
Immune to Acid, Cold, Electricity, Mental, and Poison.
Before acting, each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4 Acid damage.
When you discard cards as damage, you must first choose weapons, blessings, and/or Healing spells.
Ruin Card 2:
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.

Ruin Card 3:
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.
Ruin Card 4:
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.
Ruin Card 5:
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.
Ruin Card 6:
Wailing Maidens
CotCT
Barrier 3
Traits:
Trap
Trigger
To Defeat:
Wisdom
Disable
Perception
Stealth 13
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
Ruin Card 7:
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.
Ruin Card 8:
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.
Ruin Card 9:
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.
Ruin Card 10:
Banshee
CotCT
Monster 5
Traits:
Banshee
Undead
To Defeat:
Combat 21
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 10 check or suffer the scourge Frightened.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, discard them from the top of your deck.

Ruin 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.
Ruin Card 12:
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.


Location #4: Crypt
Sacred
Underground
Urban
At This Location: The difficulty of checks against Undead banes is increased by 3.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
M: 6 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Crypt Card 1:
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.
Crypt Card 2:
Castothrane
CotCT
Story Bane 5
Type: Monster
Traits:
Skeleton
Undead
To Defeat:
Combat 26
Immune to Cold, Mental and Poison. Resistant to Attack and Fire. Vulnerable to Bludgeoning.
Before acting, suffer 1d4 Fire damage, then a random other character summons and encounters the story bane Wraith.
If undefeated, move to a random other location and bury 1d4 random cards from your discards.
Crypt Card 3:
Landshark
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
Crypt Card 4:
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.
Crypt Card 5:
Baykok
CotCT
Monster 5
Traits:
Trigger
Undead
To Defeat:
Combat 21
When examined, suffer 1d6 Force damage.
Immune to Mental and Poison.
Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage.
If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed.
Crypt Card 6:
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.

Crypt Card 7:
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.
Crypt Card 8:
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.
Crypt Card 9:
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.
Crypt Card 10:
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.
Crypt Card 11:
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.

Crypt Card 12:
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.

Location #5: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 5 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Dungeons Card 1:
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.
Dungeons Card 2:
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.
Dungeons Card 3:
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.
Dungeons Card 4:
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.
Dungeons Card 5:
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.
Dungeons Card 6:
Mummy
Core
Story Bane 2
Type: Monster
Traits:
Mummy
Undead
Veteran
To Defeat:
Combat 14+##
Immune to Cold, Mental, and Poison.
Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.
Dungeons Card 7:
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.
Dungeons Card 8:
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.
Dungeons Card 9:
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.
Dungeons Card 10:
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.
Dungeons Card 11:
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.
Dungeons Card 12:
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.

Location #6: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 5 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Oubliette Card 1:
Lich
Core
Story Bane 3
Type: Monster
Traits:
Lich
Undead
Veteran
To Defeat:
Combat 12+##
THEN Combat 11+##
Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
If undefeated, suffer the scourges Exhausted and Frightened.
Oubliette Card 2:
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.
Oubliette Card 3:
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.
Oubliette Card 4:
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.
Oubliette Card 5:
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.
Oubliette Card 6:
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.
Oubliette Card 7:
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.
Oubliette Card 8:
Ogre
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
Oubliette Card 9:
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.
Oubliette Card 10:
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.
Oubliette Card 11:
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.
Oubliette Card 12:
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.


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

The first place worth investigating would be the Lair.

"

Ramexes wrote:

Hand: Thundering Earthbreaker, Dragonbane Greatsword, Giantbane Greataxe, Divine Insight, Heat Metal,

Displayed:
Deck: 15 Discard: 1 Buried: 0
Current Location: Lair
Hero Points: 0
NOTES:
Other: Paizo reroll used for scenario 6-5D?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Wand of Restorative Touch, Our Lord In Iron, Ukwar Axe, Flamer (Druid of the Flame), The Healing Light, Blessing of the Gods, Aqueous Orb, Abadar's Law, Regill (Hellknight of the Nail), Staff of Minor Healing, Lyrune-Qua Truthspeaker, Angelic Armor, Clib (Clockwork Librarian), Major Cure, Gorum's Iron
Recharged:
Discard Pile: The Desert,
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)

"


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

Begin at Crypt

"

Adowyn wrote:

Hand: Blessing of Erastil, Nirmathas Longbow, Efficient Quiver, Cure, Fox, Stag,

Displayed: Leryn (Cohort),
Deck: 14 Discard: 0 Buried: 0
Current Location: Crypt
Hero Points: 0
6-5D Playmat: available
6-5D Reroll: available
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 combat dexterity checks).
- Fox: On an Intelligence or Wisdom check, recharge to add 1d4.
Ask in Discord before using:
- N/A
Movement: Move to Ossuary next

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Archer's Bracers, Leryn (Ally), Aspect of the Wolf, Hatchetbird, Headband of the Wolf, Marksman's Bow, Snow Leopard, Blessing of Gozreh, Balmberry, Major Cure, Blessing of Old Deadeye, Mammoth Hide Armor, Thorn Bow, Blessing of the Ancients
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.
"


Start at Lair with Ramexes

Discard Robe of Item at the start of his turn to draw Bloodroot Poison, Gem of Physical Prowess, and Ring of Regeneration.

Ranzak wrote:

Hand: Venomous Dagger, Steel Ibis Lamellar, Boots of Alacrity, Ring of Regeneration, Gem of Physical Prowess (Core), Forensic Physician, Cerulean Mastermind, Blessing of Yaezhing, Blessing of Wadjet,

Displayed: Bloodroot Poison,
Deck: 10 Discard: 2 Buried: 0
Hero Points: 2
Used Accessory re-roll: N
NOTES:
Available Support: Mastermind 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): Corrosion, Master of Masters, Embalming Fluid, Limning Starknife, Blessing of the Savored Sting, Angelic Armor, Venomous Heavy Crossbow +2, Snakebite Dagger, Blessing of the Quartermaster, Thieves' Tools (Core)
Recharged:
Discard Pile: The Juggler, Robe of Items,
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)

Rivani - 6-5D: An Unwelcome Reunion

Starting Location Oubliette
Loot
Will put Fly into box and put Steal Soul into my deck

Starting Hand - Favored Card Spell

Display infernal healing

"

Rivani (Phrenic Master) wrote:

Hand: The Lady of Mysteries, Fortune-teller, Headband of Mental Superiority, Blessing of the Sages, Chain Lightning, Fate-reader Lenses, The Peacock,

Displayed: Infernal Healing,
Deck: 12 Discard: 0 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): Leech, Steal Soul, The First, False Life, Disintegrate, Life Drain, Dust of Revealing, The Foreign Trader, Clairvoyance, Vampiric Touch, Vindicator, Bound Imp
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.

"


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: Prayer
Hour Power:No effect.
Location: Lair
Location Power:The difficulty to defeat story banes is increased by 2.
During This Adventure:
Scenario Powers:

  • Before you attempt to close or guard a location, discard the top card of your deck.
  • Wildcards
  • Hostile:When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.Scenario Setup
  • Withering:At the end of your turn, bury a random card from your discards. That familiar dry cackle that sends shivers down your spine.
  • Harrow of Hammers:On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck. Those under Trazavai's control have coordinated attacks.

    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.

    Divine 13: 1d10 + 5 + 2d6 ⇒ (9) + 5 + (4, 3) = 21

    Roll Details:

    Divine - 1d10+5
    Heat Metal (Trap) - 2d6

    As Ranzak and I enter the Lair, I point out a summoning trap that Trazavai left for us.

    "He's getting desperate my friend." I turn to the goblin only to find that they're already frantically off in search of the next shiny thing.

    "Ramexes ends his turn.

    Ramexes attempts to recover all cards in his Recovery pile.
    Heat Metal: Divine 9: 1d10 + 5 ⇒ (5) + 5 = 10 -> Heat Metal recharged.

    Bury The Desert from Withering

    Ramexes resets his hand."

    "

    Ramexes wrote:

    Hand: Thundering Earthbreaker, Dragonbane Greatsword, Giantbane Greataxe, Divine Insight, Staff of Minor Healing,

    Displayed:
    Deck: 15 Discard: 0 Buried: 1
    Current Location: Lair
    Hero Points: 0
    NOTES:
    Available Support:
  • Divine Insight adds 2d6 to a barrier
    Other: Paizo reroll used for scenario 6-5D?: N
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Clib (Clockwork Librarian), Our Lord In Iron, Wand of Restorative Touch, Ukwar Axe, Blessing of the Gods, Regill (Hellknight of the Nail), Flamer (Druid of the Flame), Steal Soul, Major Cure, Abadar's Law, Lyrune-Qua Truthspeaker, The Healing Light, Gorum's Iron, Angelic Armor
    Recharged: Heat Metal,
    Discard Pile:
    Buried Pile: The Desert,

    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.
    ☑ On your check to acquire a weapon or armor add 1 die
    ☑ 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 the Lair


  • Deck Handler

    Minor retcon: Remembering that the setup instructions gave us nothing but undead, grab Embalming Fluid instead of the Gem. Seriously, duh

    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: Ring of Regeneration recharges Robe of Items
    Examine Lair #2: Ember Ghoul (not magic)

    Free explore of #2: Ember Ghoul
    Reveal Venomous Dagger, reveal Embalming Fluid, reload Bloodroot Poison, ask Adowyn for Blessing of Erastil
    Combat 20 (25): 1d10 + 4 + 1d4 + 2 + 2 + 1d8 + 2d10 ⇒ (1) + 4 + (2) + 2 + 2 + (4) + (10, 1) = 26 Success - go Erastil, carrying all the weight!
    Embalming Fluid check: Disable 7: 1d10 + 4 ⇒ (8) + 4 = 12

    Ramexes must also make Con/Fort 8 check
    AA Fort 8: 1d12 + 1 ⇒ (2) + 1 = 3 Damn, lost the Bloodroot Poison

    Discard Blessing of Yaezhing to encounter #3: Guardian Zombie
    Non-villain, non-henchman, so defeated.

    Discard Boots of Alacrity to explore #4: Stone-shard Breastplate
    Reveal Wadjet
    Fort 14: 1d12 + 1 + 1d4 + 3 + 1d4 ⇒ (2) + 1 + (3) + 3 + (3) = 12 Failure - reveal Steel Ibis to absorb the 2 combat damage

    Reveal Forensic Physician to heal 1d4 ⇒ 1 sigh Blessing of Yaezhing and Boots of Alacrity, then discard it.

    End turn
    Ring of Regeneration recharges Forensic Physician
    Withering buries The Juggling

    Ranzak wrote:

    Hand: Venomous Dagger, Corrosion, Steel Ibis Lamellar, Boots of Alacrity, Ring of Regeneration, Embalming Fluid, Cerulean Mastermind, Blessing of Wadjet,

    Displayed:
    Deck: 12 Discard: 0 Buried: 2
    Hero Points: 2
    Used Accessory re-roll: N
    NOTES:
    Available Support: Mastermind, Corrosion, 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): Gem of Physical Prowess (Core), Venomous Heavy Crossbow +2, Blessing of Yaezhing, Limning Starknife, Master of Masters, Snakebite Dagger, Thieves' Tools (Core), Blessing of the Savored Sting, Blessing of the Quartermaster, Robe of Items, Angelic Armor
    Recharged: Forensic Physician,
    Discard Pile:
    Buried Pile: Bloodroot Poison, The Juggler,

    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.


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

    Constitution 8: 1d8 ⇒ 1

    Roll Details:

    Constitution - 1d8

    Bury Akwar Axe :(


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

    Off-turn: display Leryn, discard Blessing of Erastil. Hour of The Betrayal. Start of turn examine top of Crypt: Rajambari. Send Efficient Quiver to recovery to draw Marksman's Bow. Explore.

    Crypt 1: Rajambari. BA discard Nirmathas Longbow to damage. Reveal Marksman's Bow. Character power adds 1d6. Combat 17+3=20 (25): 1d10 + 1d6 + 11 + 1d6 ⇒ (1) + (6) + 11 + (3) = 21 Defeated, but Harrow of Hammers discards Leryn from the top of my deck. For defeating a monster, examine top card of deck: Balmberry. Not an Animal so it stays on top. Reload Leryn to examine next 2 cards: Castothrane, Landshark (trigger!). Encounter Landshark.

    Crypt 3: Landshark. Not an Undead, so location power doesn't apply. Reveal Marksman's Bow. Asking Rivani for a blessing. (either Lady of Mysteries or Blessing of the Sages, but probably Sages since both would discard) Combat 21 (26): 2d10 + 1d6 + 11 ⇒ (3, 2) + (4) + 11 = 20 Accessory reroll the 2. Combat 21 (26): 1d10 + 18 ⇒ (8) + 18 = 26 Whew! Defeated. For defeating a monster, draw Leryn and re-display him. Then Cure myself for 1d4 + 1 ⇒ (4) + 1 = 5 cards.

    End turn. Nothing in discards to Wither. Recover Efficient Quiver: Ranged 9: 1d10 + 6 ⇒ (9) + 6 = 15 Recharged. Recover Cure: Divine 8: 1d8 + 5 ⇒ (7) + 5 = 12 Recharged.

    Adowyn wrote:

    Hand: Blessing of Erastil, Thorn Bow, Marksman's Bow, Blessing of Gozreh, Fox, Leryn (Ally),

    Displayed: Leryn (Cohort),
    Deck: 14 Discard: 0 Buried: 0
    Current Location: Crypt
    Hero Points: 0
    6-5D Playmat: available
    6-5D Reroll: used
    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 combat dexterity checks).
    - Blessing of Gozreh: On any check, discard to bless (twice on checks to close or to guard).
    - Fox: On an Intelligence or Wisdom check, recharge to add 1d4.
    Ask in Discord before using:
    - N/A
    Movement: Move to Ossuary next

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Mammoth Hide Armor, Stag, Hatchetbird, Aspect of the Wolf, Major Cure, Snow Leopard, Balmberry, Blessing of the Ancients, Archer's Bracers, Headband of the Wolf, Nirmathas Longbow, Blessing of Old Deadeye
    Recharged: Efficient Quiver, Cure,
    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.

    Crypt 1, 3 defeated
    Crypt 2 examined (henchman) and is on top
    Rivani discards a blessing


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

    Out of Turn Updates: Discard Blessing of the Sages for Adowyn
    Turn Order: Rivani/Zalarian, Ramexes/Gimry, Ranzak/Iceman91, Adowyn/skizzerz
    if random character, using Self as #1

    Turn - Hour: 4- Hourglass Card 3 Rivani/Zalarian
    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 Oubliette
    examine top 3 cards of location deck:
    Oubliette Card 1: Lich
    Oubliette Card 2: Curse of the Worm
    Oubliette Card 3: Incitation

    Location Powers: Damage you suffer is increased by 1.

    Rivani Ends her turn burying sage blessing due to withering

    Reminder of Scenario changes:

    Harrow Suit: Shields
    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 Add the Perils wildcard Hostile.

    Before building the locations, search the vault for Undead monsters, shuffle them together, and deal 2 of them into each location. When you deal the usual monsters into the locations, use the remaining Undead monsters before taking monsters from the vault.

    During This Scenario: Before you attempt to close or guard a location, discard the top card of your deck.

    Wildcards
    Hostile:When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.Scenario Setup
    Withering: At the end of your turn, bury a random card from your discards. That familiar dry cackle that sends shivers down your spine.
    Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.Those under Trazavai's control have coordinated attacks.

    Rivani attempts to recover all cards in her Recovery pile.

    Rivani resets her hand.

    "

    Rivani (Phrenic Master) wrote:

    Hand: Chain Lightning, Headband of Mental Superiority, Fate-reader Lenses, Fortune-teller, The Lady of Mysteries, The Peacock, Vampiric Touch, Disintegrate,

    Displayed: Infernal Healing,
    Deck: 10 Discard: 0 Buried: 1
    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): Vindicator, The Foreign Trader, Leech, The First, Steal Soul, Life Drain, Clairvoyance, Bound Imp, False Life, Dust of Revealing
    Recharged:
    Discard Pile:
    Buried Pile: Blessing of the Sages,

    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: Oubliette
    Acquired: None
    Banished: None
    Examined: top 3 at Oubliette (villain, barrier, blessing)
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None


    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: Shields

    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 Add the Perils wildcard Hostile.

    Before building the locations, search the vault for Undead monsters, shuffle them together, and deal 2 of them into each location. When you deal the usual monsters into the locations, use the remaining Undead monsters before taking monsters from the vault.

    During This Scenario: Before you attempt to close or guard a location, discard the top card of your deck.

    Wildcards
    Hostile:When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.Scenario Setup
    Withering: At the end of your turn, bury a random card from your discards. That familiar dry cackle that sends shivers down your spine.
    Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.Those under Trazavai's control have coordinated attacks.

    Additional Rules: Story Banes

    Danger: Lich (Trazavai)
    Villain: Lich (Trazavai)
    Henchmen (Closing): Castothrane, Knurlott, Lashton, Vampire, Mummy, Wight-Proxy A

    Lich:

    Story Bane
    Type: Monster
    Traits: Lich Undead Veteran
    To Defeat: Combat 12+## THEN Combat 11+##
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack. Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck. If undefeated, suffer the scourges Exhausted and Frightened.

    Castothrane:

    Story Bane
    Type: Monster
    Traits: Skeleton Undead
    To Defeat: Combat 26
    Immune to Cold, Mental and Poison. Resistant to Attack and Fire. Vulnerable to Bludgeoning. Before acting, suffer 1d4 Fire damage, then a random other character summons and encounters the story bane Wraith. If undefeated, move to a random other location and bury 1d4 random cards from your discards.

    Knurlott:

    Story Bane
    Type: Monster
    Traits: Skeleton Undead
    To Defeat: Combat 14 THEN Combat 18
    Immune to Acid, Cold, Electricity, Mental, and Poison. Before acting, each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4 Acid damage. When you discard cards as damage, you must first choose weapons, blessings, and/or Healing spells.

    Lashton:

    Story Bane
    Type: Monster
    Traits: Skeleton Undead
    To Defeat: Combat 18 THEN Combat 21
    Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, each character may summon and encounter the story bane Ancient Skeleton. The difficulty to defeat this monster is increased by twice the number of characters who did not defeat an Ancient Skeleton.

    Vampire:

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

    Mummy:

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

    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.

    Scenario Level (#): 5

    Turn: 5, Ramexes/Gimry

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

    Spoiler:
    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.

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

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

    Spoiler:
    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:
    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.

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

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

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

    Armors
    Spoiler:
    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:
    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:
    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:
    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:
    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.

    Items
    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:
    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:
    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:
    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:
    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.

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

    Spoiler:
    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:
    Jasan Adriel
    CotCT
    Ally 4
    Traits:
    Human
    Spy
    To Acquire:
    Charisma
    Diplomacy 11
    OR Knowledge 10
    On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.
    This exploration, when you would encounter a story bane, another local character may encounter it instead.

    Spoiler:
    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:
    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.


    Blessings
    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.

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

    Spoiler:
    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.

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

    Current Hour:

    The Idiot:
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.

    Hours Remaining: 25

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 1 Ranzak/Iceman91
    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 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 2 Adowyn/skizzerz
    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 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 3 Rivani/Zalarian
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Hourglass Card 4 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 4 Ramexes/Gimry
    The Sickness
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you suffer damage, suffer the scourge Plagued.
    To Acquire:
    Constitution
    Fortitude 4+#
    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
    Hourglass Card 5 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 5 Ranzak/Iceman91
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 6 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 6 Adowyn/skizzerz
    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 7 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 7 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 8 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 8 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 9 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 9 Ranzak/Iceman91
    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 10 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 10 Adowyn/skizzerz
    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 11 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 11 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 12 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 12 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 13 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 13 Ranzak/Iceman91
    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 14 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 14 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 15 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 15 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 16 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 16 Ramexes/Gimry
    The Lost
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would recharge a Magic boon, discard it instead.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
    Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
    Hourglass Card 17 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 17 Ranzak/Iceman91
    The Fiend
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
    To Acquire:
    Strength
    Melee 4+#
    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.
    Hourglass Card 18 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 18 Adowyn/skizzerz
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 19 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 19 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 20 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 20 Ramexes/Gimry
    The Hidden Truth
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
    To Acquire:
    Intelligence
    Stealth 4+#
    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.
    Hourglass Card 21 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 21 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 22 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 22 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 23 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 23 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.
    Hourglass Card 24 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 24 Ramexes/Gimry
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 25 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 25 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.

    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:
    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...?
    Base Card 2:
    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:
    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 4:
    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 5:
    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 6:
    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: Lair
    Underground
    Wild
    At This Location: The difficulty to defeat story banes is increased by 2.
    When Closing: Succeed at a Strength or Melee 5+# check.
    When Permanently Closed: No effect.
    M: 3 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Ramexes/Gimry, Ranzak/Iceman91, None
    Lair Card 1:
    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.

    Lair Card 2:
    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.
    Lair Card 3:
    Lashton
    CotCT
    Story Bane 5
    Type: Monster
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 18
    THEN Combat 21
    Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning.
    Before acting, each character may summon and encounter the story bane Ancient Skeleton. The difficulty to defeat this monster is increased by twice the number of characters who did not defeat an Ancient Skeleton.
    Lair Card 4:
    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.
    Lair Card 5:
    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.
    Lair Card 6:
    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.
    Lair Card 7:
    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.
    Lair Card 8:
    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 #2: Ossuary
    Sacred
    Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M: 5 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Ossuary Card 1:
    Dragonbane Greatsword
    CotCT
    Weapon 3
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
    If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Ossuary Card 2:
    Shining Child
    CotCT
    Monster 5
    Traits:
    Fire
    Outsider
    To Defeat:
    Combat 20
    Immune to Fire and Poison. All damage is Fire.
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Ossuary Card 3:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    Veteran
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Ossuary Card 4:
    Dust of Revealing
    CotCT
    Item 4
    Traits:
    Craft
    Object
    To Acquire:
    Intelligence
    Arcane
    Divine 11
    On a local Perception check, freely bury to add 2d10.
    Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.
    Ossuary Card 5:
    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.
    Ossuary Card 6:
    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.
    Ossuary Card 7:
    Clairvoyance
    Core
    Spell 3
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    Banish to examine the top 3 cards of any location; return them in any order.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
    Ossuary Card 8:
    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.
    Ossuary Card 9:
    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.
    Ossuary Card 10:
    Vampire
    Core
    Story Bane 2
    Type: Monster
    Traits:
    Undead
    Vampire
    Veteran
    To Defeat:
    Combat 10+##
    THEN Combat 10+##
    OR Divine 7+#
    Immune to Mental and Poison.
    While acting, before any character plays a card, that character recharges a card.
    If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.
    Ossuary Card 11:
    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.
    Ossuary Card 12:
    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.

    Location #3: Ruin
    Urban
    At This Location: When a monster is undefeated, shuffle a new monster into the location.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Shuffle a new monster into another location.
    M: 4 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Ruin Card 1:
    Knurlott
    CotCT
    Story Bane 5
    Type: Monster
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 14
    THEN Combat 18
    Immune to Acid, Cold, Electricity, Mental, and Poison.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4 Acid damage.
    When you discard cards as damage, you must first choose weapons, blessings, and/or Healing spells.
    Ruin Card 2:
    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.

    Ruin Card 3:
    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.
    Ruin Card 4:
    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.
    Ruin Card 5:
    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.
    Ruin Card 6:
    Wailing Maidens
    CotCT
    Barrier 3
    Traits:
    Trap
    Trigger
    To Defeat:
    Wisdom
    Disable
    Perception
    Stealth 13
    When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
    Ruin Card 7:
    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.
    Ruin Card 8:
    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.
    Ruin Card 9:
    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.
    Ruin Card 10:
    Banshee
    CotCT
    Monster 5
    Traits:
    Banshee
    Undead
    To Defeat:
    Combat 21
    Immune to Mental and Poison.
    Before acting, succeed at a Constitution or Fortitude 10 check or suffer the scourge Frightened.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, discard them from the top of your deck.

    Ruin 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.
    Ruin Card 12:
    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.


    Location #4: Crypt
    Sacred
    Underground
    Urban
    At This Location: The difficulty of checks against Undead banes is increased by 3.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
    M: 4 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Adowyn/skizzerz, None
    Crypt Card 1 (Castothrane):
    Castothrane
    CotCT
    Story Bane 5
    Type: Monster
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 26
    Immune to Cold, Mental and Poison. Resistant to Attack and Fire. Vulnerable to Bludgeoning.
    Before acting, suffer 1d4 Fire damage, then a random other character summons and encounters the story bane Wraith.
    If undefeated, move to a random other location and bury 1d4 random cards from your discards.
    Crypt Card 2:
    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.
    Crypt Card 3:
    Baykok
    CotCT
    Monster 5
    Traits:
    Trigger
    Undead
    To Defeat:
    Combat 21
    When examined, suffer 1d6 Force damage.
    Immune to Mental and Poison.
    Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage.
    If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed.
    Crypt Card 4:
    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.

    Crypt Card 5:
    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.
    Crypt Card 6:
    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.
    Crypt Card 7:
    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.
    Crypt Card 8:
    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.
    Crypt Card 9:
    Ice Strike
    CotCT
    Spell 3
    Traits:
    Arcane
    Attack
    Cold
    Divine
    Magic
    Veteran
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 12
    For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.

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

    Crypt Card 10:
    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.

    Location #5: Dungeons
    Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M: 5 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Dungeons Card 1:
    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.
    Dungeons Card 2:
    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.
    Dungeons Card 3:
    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.
    Dungeons Card 4:
    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.
    Dungeons Card 5:
    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.
    Dungeons Card 6:
    Mummy
    Core
    Story Bane 2
    Type: Monster
    Traits:
    Mummy
    Undead
    Veteran
    To Defeat:
    Combat 14+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Fire.
    If undefeated, bury your discards and suffer the scourge Wounded.
    Dungeons Card 7:
    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.
    Dungeons Card 8:
    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.
    Dungeons Card 9:
    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.
    Dungeons Card 10:
    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.
    Dungeons Card 11:
    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.
    Dungeons Card 12:
    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.

    Location #6: Oubliette
    Underground
    At This Location: Damage you suffer is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 5+# check.
    When Permanently Closed: You may heal an ally.
    M: 5 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Rivani/Zalarian, None
    Oubliette Card 1 (Lich):
    Lich
    Core
    Story Bane 3
    Type: Monster
    Traits:
    Lich
    Undead
    Veteran
    To Defeat:
    Combat 12+##
    THEN Combat 11+##
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
    Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourges Exhausted and Frightened.
    Oubliette Card 2 (Curse of the Worm):
    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.
    Oubliette Card 3 (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.
    Oubliette Card 4:
    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.
    Oubliette Card 5:
    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.
    Oubliette Card 6:
    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.
    Oubliette Card 7:
    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.
    Oubliette Card 8:
    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    Veteran
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.
    Oubliette Card 9:
    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.
    Oubliette Card 10:
    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.
    Oubliette Card 11:
    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.
    Oubliette Card 12:
    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.


    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 Idiot
    Hour Power:When you fail a check, suffer the scourge Drained.
    Location: Lair
    Location Power:The difficulty to defeat story banes is increased by 2.
    During This Adventure:
    Scenario Powers:

  • Before you attempt to close or guard a location, discard the top card of your deck.
  • Wildcards
  • Hostile:When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.Scenario Setup
  • Withering:At the end of your turn, bury a random card from your discards. That familiar dry cackle that sends shivers down your spine.
  • Harrow of Hammers:On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck. Those under Trazavai's control have coordinated attacks.

    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.

    Rivani needs to fight a Zombie Minion

    Zombie Minions:
    Zombie Minions
    Story Bane Monster 1

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    9
    THEN
    Combat
    11+#

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

    Combat 11(9+2)(16): 1d8 + 5 + 1d12 + 2 + 1d8 + 1 ⇒ (8) + 5 + (8) + 2 + (5) + 1 = 29

    Roll Details:

    Combat(Melee) - 1d8+5
    Thundering Earthbreaker - 1d12+2
    Touch of Flame - 1d8+1

    Combat 18(11+5+1)(23): 1d8 + 5 + 1d12 + 2 + 1d8 + 1 ⇒ (3) + 5 + (9) + 2 + (6) + 1 = 26

    Roll Details:

    Combat(Melee) - 1d8+5
    Thundering Earthbreaker - 1d12+2
    Touch of Flame - 1d8+1

    Combat 22(27): 1d8 + 5 + 1d12 + 2 + 1d8 + 1 ⇒ (2) + 5 + (9) + 2 + (7) + 1 = 26

    Roll Details:

    Combat(Melee) - 1d8+5
    Thundering Earthbreaker - 1d12+2
    Touch of Flame - 1d8+1

    Discard Wand of Restorative Touch to Hammers

    Defeating a monster lets me examine
    Card 2 - Sayona
    Card 3 - Lashton

    Use Staff of Minor healing to heal Wand

    "

    Ramexes wrote:

    Hand: Thundering Earthbreaker, Dragonbane Greatsword, Giantbane Greataxe, Divine Insight, Blessing of the Gods,

    Displayed:
    Deck: 14 Discard: 0 Buried: 2
    Current Location: Lair
    Hero Points: 0
    NOTES:
    Available Support:
  • Divine Insight adds 2d6 to a barrier
    Other: Paizo reroll used for scenario 6-5D?: N
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Steal Soul, Our Lord In Iron, Regill (Hellknight of the Nail), Staff of Minor Healing, Lyrune-Qua Truthspeaker, Abadar's Law, Heat Metal, Angelic Armor, Clib (Clockwork Librarian), Wand of Restorative Touch, Gorum's Iron, Flamer (Druid of the Flame), The Healing Light, Major Cure
    Recharged:
    Discard Pile:
    Buried Pile: The Desert, Ukwar Axe,

    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.
    ☑ On your check to acquire a weapon or armor add 1 die
    ☑ 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 the Lair
    Rivani needs to fight a Zombie Minion


  • Deck Handler

    Ramexes's turn: Zombie Minion fight
    CtD 1: Reveal Venomous Dagger, reveal Embalming Fluid
    Combat 11 (16): 1d10 + 4 + 1d4 + 2 + 2 ⇒ (4) + 4 + (1) + 2 + 2 = 13 Success w/o overkill - discard Limning Starknife
    Embalming Fluid: Disable 7: 1d10 + 4 ⇒ (7) + 4 = 11

    CtD 2: Reveal Venomous Dagger, reveal Embalming Fluid, cast Corrosion
    Combat 18 (23): 1d10 + 4 + 1d4 + 2 + 2 + 1d10 ⇒ (3) + 4 + (3) + 2 + 2 + (6) = 20 Success w/o overkill - discard Robe of Items
    Embalming Fluid: Disable 7: 1d10 + 4 ⇒ (9) + 4 = 13

    EoT: Corrosion is banished.

    Ranzak's turn
    Hour of The Prince of Pain
    When you encounter a card, you may draw a card; if you do, discard the top card of your deck.

    SoT: Ring of Regeneration recharges Limning Starknife

    Move to Ossuary
    On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.

    Free explore of #1: Dragonbane Greatsword
    Reveal Wadjet
    Str 14: 1d4 + 1d4 + 3 + 1d4 ⇒ (2) + (3) + 3 + (3) = 11 Failure - reveal Steel Ibis to absorb the 3 combat damage

    End turn
    Ring of Regeneration recharges the Robe of Items
    Reload Boots of Alacrity to move back to Lair
    Nothing for Withering to eat.

    Ranzak wrote:

    Hand: Venomous Dagger, Steel Ibis Lamellar, Thieves' Tools (Core), Boots of Alacrity, Ring of Regeneration, Embalming Fluid, Cerulean Mastermind, Blessing of Wadjet,

    Displayed:
    Deck: 11 Discard: 0 Buried: 2
    Hero Points: 2
    Used Accessory re-roll: N
    NOTES:
    Available Support: Mastermind and Wadjet 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): Blessing of Yaezhing, Master of Masters, Venomous Heavy Crossbow +2, Angelic Armor, Blessing of the Quartermaster, Blessing of the Savored Sting, Snakebite Dagger, Gem of Physical Prowess (Core)
    Recharged: Forensic Physician, Limning Starknife, Robe of Items,
    Discard Pile:
    Buried Pile: Bloodroot Poison, The Juggler,

    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 Benefaction. Stay put and explore.

    Before acting, suffer 1d4 ⇒ 4 Fire damage (sigh. discard everything except Marksman's Bow and Blessing of Erastil). Then RamRanRiv: 1d3 ⇒ 1 Ramexes summons and encounters Wraith.. Ramexes gets an additional 1d6 to all of his checks in that encounter per my character power.

    For my check to defeat, reveal Marksman's Bow and discard Blessing of Erastil. Character power adds 1d6. Location increases DC by 3. Combat 26+3=29 (34): 3d10 + 1d6 + 11 + 1d6 ⇒ (1, 4, 9) + (3) + 11 + (6) = 34 Success with sufficient overkill. For defeating a monster, examine top card of deck: Stag. It's an Animal so draw it. Then discard the top of my deck (Blessing of Old Deadeye) to attempt to close.

    This is still part of my first exploration, so character power adds 1d6. Asking Rivani to recharge The Peacock to bless. Divine 5+5=10: 2d8 + 5 + 1d6 ⇒ (7, 7) + 5 + (2) = 21 Success, Crypt is closed. Top of the Hourglass is Torag's Power (Blessing 1). Not a great power, so leave it on top instead of drawing it so we don't lose any turns.

    Move to Base and get a free explore, choosing Pathfinder Bodyguard and healing a card (Leryn), then display Pathfinder Bodyguard, then end turn. Withering buries Fox from discards.

    Adowyn wrote:

    Hand: Stag, Leryn (Ally), Marksman's Bow, Blessing of the Ancients, Snow Leopard, Hatchetbird,

    Displayed: Leryn (Cohort), Pathfinder Bodyguard,
    Deck: 9 Discard: 4 Buried: 1
    Current Location: Base
    Hero Points: 0
    6-5D Playmat: available
    6-5D Reroll: used
    NOTES:
    Available Support: Use anything marked feel free to use without asking.
    Feel free to use:
    - Blessing of the Ancients: On any check, discard to bless.
    Ask in Discord before using:
    - N/A
    Movement: Move to Dungeons next

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Major Cure, Efficient Quiver, Balmberry, Cure, Headband of the Wolf, Archer's Bracers, Aspect of the Wolf, Mammoth Hide Armor, Nirmathas Longbow
    Recharged:
    Discard Pile: Thorn Bow, Blessing of Gozreh, Blessing of Erastil, Blessing of Old Deadeye,
    Buried Pile: Fox,

    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 summons and encounters a Wraith, adding 1d6 to all of his checks during that encounter.
    Rivani recharges The Peacock.
    Crypt is closed.
    Adowyn is at Base and displayed Pathfinder Bodyguard.


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

    Wraith:
    Wraith
    Story Bane Monster 2

    Traits
    Undead
    Wraith
    Incorporeal
    Veteran

    Check
    Combat
    13+##
    OR
    Divine
    8+#

    Powers
    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.

    Combat 23(28)(13+5+5): 1d8 + 5 + 1d12 + 1 + 1d8 + 1d8 + 1 + 1d6 ⇒ (4) + 5 + (10) + 1 + (1) + (2) + 1 + (5) = 29

    Roll Details:

    Combat(Melee) - 1d8+5
    Giantbane Greataxe - 1d12+1
    Discard - 1d8
    Touch of Flame - 1d8+1
    Adowyns Aid - 1d6


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

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

    Turn - Hour: 8 - Hourglass Card 3 Rivani/Zalarian Torag's Power
    Hour Rules: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.

    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: oubliette->Ossuary
    examine top 3 cards of location deck
    Ossuary Card 1: Dragonbane Greatsword
    Ossuary Card 2: Shining Child
    Ossuary Card 3: Skeleton
    Will choose to shuffle, recharge fortune-teller and choose bane

    Random Ossuary Card: 1d12 ⇒ 7 Card 7: Clairvoyance..not a bane
    Location Powers: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    Explore: Ossuary Card 7: Clairvoyance
    Clairvoyance:

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

    Arcane INT Check DC 9 with headband: 1d12 + 6 + 1d4 ⇒ (11) + 6 + (2) = 19 Success; will use sending to recovery
    Random Ossuary cards: 1d11 ⇒ 11d10 ⇒ 21d9 ⇒ 5
    Ossuary Card 1: Dragonbane Greatsword
    Ossuary Card 3: Skeleton
    Ossuary Card 8: Chimera
    will order as follows:

    Ossuary Card 3: Skeleton
    Ossuary Card 1: Dragonbane Greatsword
    Ossuary Card 8: Chimera

    Rivani Ends her turn; no cards in discard for withering

    Reminder of Scenario changes:

    Harrow Suit: Shields
    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 Add the Perils wildcard Hostile.

    Before building the locations, search the vault for Undead monsters, shuffle them together, and deal 2 of them into each location. When you deal the usual monsters into the locations, use the remaining Undead monsters before taking monsters from the vault.

    During This Scenario: Before you attempt to close or guard a location, discard the top card of your deck.

    Wildcards
    Hostile:When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.Scenario Setup
    Withering: At the end of your turn, bury a random card from your discards. That familiar dry cackle that sends shivers down your spine.
    Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.Those under Trazavai's control have coordinated attacks.

    Rivani attempts to recover all cards in her Recovery pile.
    Clairvoyance2: Arcane 11: 1d12 + 6 + 1d4 ⇒ (9) + 6 + (2) = 17 -> Clairvoyance 2 recharged.

    Rivani resets her hand. Display False Life

    "

    Rivani (Phrenic Master) wrote:

    Hand: Chain Lightning, Vampiric Touch, Disintegrate, Headband of Mental Superiority, Fate-reader Lenses, The Lady of Mysteries, Vindicator,

    Displayed: Infernal Healing, False Life,
    Deck: 11 Discard: 0 Buried: 1
    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): Clairvoyance, The First, Steal Soul, Leech, Life Drain, Bound Imp, Dust of Revealing, The Foreign Trader
    Recharged: The Peacock, Fortune-teller, clairvoyance2,
    Discard Pile:
    Buried Pile: Blessing of the Sages,

    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: Ossuary
    Acquired: Ossuary Card 7: Clairvoyance
    Banished: None
    Examined: Ossuary Card 3: Skeleton
    Ossuary Card 1: Dragonbane Greatsword
    Ossuary Card 8: Chimera
    (other cards 2-6,9-12 are shuffled below these 3)

    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None


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

    Actually saw dust of isappearance rather than sword since Ranzak got it.

    1d8 ⇒ 6 vampire instead of great sword...will put on top.


    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 Sickness
    Hour Power:When you suffer damage, suffer the scourge Plagued.
    Location: Lair
    Location Power:The difficulty to defeat story banes is increased by 2.
    During This Adventure:
    Scenario Powers:

  • Before you attempt to close or guard a location, discard the top card of your deck.
  • Wildcards
  • Hostile:When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.Scenario Setup
  • Withering:At the end of your turn, bury a random card from your discards. That familiar dry cackle that sends shivers down your spine.
  • Harrow of Hammers:On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck. Those under Trazavai's control have coordinated attacks.

    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.

    Combat 21(26): 1d8 + 5 + 1d12 + 2 + 1d8 + 1 + 1d8 ⇒ (2) + 5 + (5) + 2 + (4) + 1 + (6) = 25

    Roll Details:

    Combat(Melee) - 1d8+5
    Thundering Earthbreaker - 1d12+2
    Touch of Flame - 1d8+1
    Blessed - 1d8

    Discard Gods to bless
    Discard Wand of Restorative Touch from Harrow
    Discard Dragonbane Sword for After the Roll and reset hand

    Card 3- Lashton
    Card 4 - Restorative Touch

    After reset from Sayona I drew my Staff of Minor Healing. Use it now

    Ramexes is healed for 1: (Wand of Restorative Touch). Deck shuffled.

    Even the visions of Sayona could not prepare me for the power of the undead. With a bit of luck, I finally dispatch of the foe. With Lashton on the Horizon, I step back to prepare myself for the battle ahead.

    Withering: 1d3 ⇒ 3
    Bury Dragonbane Greatsword

    Drew Staff AGAIN after shuffling it in, so use it again at the start of Ranzaks turn

    Ramexes is healed for 1: (Giantbane Greataxe). Deck shuffled.

    "

    Ramexes wrote:

    Hand: Thundering Earthbreaker, Divine Insight, The Healing Light, Our Lord In Iron,

    Displayed:
    Deck: 13 Discard: 1 Buried: 3
    Current Location: Lair
    Hero Points: 0
    NOTES:
    Available Support:
  • Divine Insight adds 2d6 to a barrier
  • Healing Light - Bless/Heal if successful
  • Our Lord in Iron - Recharge to bless non-Attack (Reroll 1s)
    Other: Paizo reroll used for scenario 6-5D?: N
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Flamer (Druid of the Flame), Giantbane Greataxe, Steal Soul, Regill (Hellknight of the Nail), Staff of Minor Healing, Lyrune-Qua Truthspeaker, Angelic Armor, Major Cure, Heat Metal, Gorum's Iron, Clib (Clockwork Librarian), Wand of Restorative Touch, Abadar's Law
    Recharged:
    Discard Pile: Blessing of the Gods,
    Buried Pile: The Desert, Ukwar Axe, Dragonbane Greatsword,

    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.
    ☑ On your check to acquire a weapon or armor add 1 die
    ☑ 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 2 of the The Lair


  • Deck Handler

    Off-turn: no activity

    Ranzak's turn
    Hour of Rovagug's Destruction
    On your check, you may banish a random blessing from your discards to bless.

    Move to Ossuary
    On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.

    Skip free explore and discard Cerulean Mastermind to explore: Vampire

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

    Recharge Blessing of Wadjet to reveal Venomous Dagger, recharge Ring of Regeneration to reveal Embalming Fluid, trigger Mastermind, ask Adowyn to recharge something to play Snow Leopard or BotA
    Combat 10+5+5=20 (25): 1d10 + 4 + 1d4 + 2 + 2 + 1d10 + 1d4 ⇒ (7) + 4 + (2) + 2 + 2 + (6) + (3) = 26 Success w/ overkill
    Embalming Fluid check: Disable 7: 1d10 + 4 ⇒ (10) + 4 = 14

    Pause for Rivani's combat check.


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

    recharge disintegrate to recharge the Lady of Mysteries (pharasma blessing) to bless..recharge Lens to use Chain Lightning

    Arcane INT Check DC 10+5+5=25: 1d12 + 6 + 3d6 + 1d12 ⇒ (1) + 6 + (6, 3, 5) + (2) = 23 Not Quite
    Arcane INT Check DC 10+5+5=25 PAIZO REROLL: 1d12 + 6 + 6 + 3 + 5 + 2 ⇒ (4) + 6 + 6 + 3 + 5 + 2 = 26 Success


    Deck Handler

    Close location: discard Angelic Armor for scenario, then summon Ancient Skeleton.

    Spoiler:
    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.

    BA: Reveal Steel Ibis Lamellar to absorb

    Reveal and recharge Venomous Dagger, reveal Embalming Fluid, Mastermind still applies
    Combat 11+5+5=21 (26): 1d10 + 4 + 1d4 + 2 + 1d12 + 2 + 1d10 ⇒ (2) + 4 + (2) + 2 + (3) + 2 + (6) = 21 Success w/o overkill, not risking going down on a reroll - discard Gem of Physical Prowess.
    Embalming Fluid, with thieves' tools: Disable 7: 1d10 + 4 + 1d8 ⇒ (4) + 4 + (3) = 11 Success

    WPC: Switch the Gem in discard for the Bloodroot Poison in bury

    Move to Base
    Bonus explore: Boors (displayed) and heal a card (Cerulean Mastermind)

    End turn
    Withering buries Angelic Armor
    Reload Boots of Alacrity to move to Lair
    Draw up

    Ranzak wrote:

    Hand: Limning Starknife, Venomous Dagger, Snakebite Dagger, Steel Ibis Lamellar, Thieves' Tools (Core), Boots of Alacrity, Embalming Fluid, Forensic Physician,

    Displayed: Boors,
    Deck: 9 Discard: 1 Buried: 3
    Hero Points: 2
    Used Accessory re-roll: N
    NOTES:
    Available Support: Daggers are available. Can also move to meet the next player with Boots. Or examine things with Boors.
    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): Blessing of Yaezhing, Master of Masters, Cerulean Mastermind, Robe of Items, Venomous Heavy Crossbow +2, Ring of Regeneration, Blessing of the Quartermaster, Blessing of Wadjet, Blessing of the Savored Sting
    Recharged:
    Discard Pile: Bloodroot Poison,
    Buried Pile: Gem of Physical Prowess (Core), The Juggler, Angelic Armor,

    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)

    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.

    recharge Vampiric Touch for 1 combat damage

    Reveal headband and use chain lightning
    Arcane INT Check DC 11+5+5=21/26: 1d12 + 6 + 3d6 + 1d4 ⇒ (4) + 6 + (3, 4, 5) + (2) = 24 Success but must discard top card...Bound Imp..move to Dungeons

    "

    Rivani (Phrenic Master) wrote:

    Hand: Vindicator, Headband of Mental Superiority,

    Displayed: Infernal Healing, False Life,
    Deck: 14 Discard: 1 Buried: 1
    Hero Points: 2
    reroll last used: 6-5D / 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): The First, Dust of Revealing, Life Drain, The Foreign Trader, Leech, Clairvoyance, Steal Soul
    Recharged: The Peacock, Fortune-teller, clairvoyance2, Disintegrate, The Lady of Mysteries, Fate-reader Lenses, Vampiric Touch,
    Discard Pile: Bound Imp,
    Buried Pile: Blessing of the Sages,

    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.

    "


    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: Shields

    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 Add the Perils wildcard Hostile.

    Before building the locations, search the vault for Undead monsters, shuffle them together, and deal 2 of them into each location. When you deal the usual monsters into the locations, use the remaining Undead monsters before taking monsters from the vault.

    During This Scenario: Before you attempt to close or guard a location, discard the top card of your deck.

    Wildcards
    Hostile:When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.Scenario Setup
    Withering: At the end of your turn, bury a random card from your discards. That familiar dry cackle that sends shivers down your spine.
    Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.Those under Trazavai's control have coordinated attacks.

    Additional Rules: Story Banes

    Danger: Lich (Trazavai)
    Villain: Lich (Trazavai)
    Henchmen (Closing): Castothrane, Knurlott, Lashton, Vampire, Mummy, Wight-Proxy A

    Lich:

    Story Bane
    Type: Monster
    Traits: Lich Undead Veteran
    To Defeat: Combat 12+## THEN Combat 11+##
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack. Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck. If undefeated, suffer the scourges Exhausted and Frightened.

    Castothrane:

    Story Bane
    Type: Monster
    Traits: Skeleton Undead
    To Defeat: Combat 26
    Immune to Cold, Mental and Poison. Resistant to Attack and Fire. Vulnerable to Bludgeoning. Before acting, suffer 1d4 Fire damage, then a random other character summons and encounters the story bane Wraith. If undefeated, move to a random other location and bury 1d4 random cards from your discards.

    Knurlott:

    Story Bane
    Type: Monster
    Traits: Skeleton Undead
    To Defeat: Combat 14 THEN Combat 18
    Immune to Acid, Cold, Electricity, Mental, and Poison. Before acting, each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4 Acid damage. When you discard cards as damage, you must first choose weapons, blessings, and/or Healing spells.

    Lashton:

    Story Bane
    Type: Monster
    Traits: Skeleton Undead
    To Defeat: Combat 18 THEN Combat 21
    Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, each character may summon and encounter the story bane Ancient Skeleton. The difficulty to defeat this monster is increased by twice the number of characters who did not defeat an Ancient Skeleton.

    Vampire:

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

    Mummy:

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

    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.

    Scenario Level (#): 5

    Turn: 11, Adowyn/skizzerz

    Random Cards:

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

    Spoiler:
    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:
    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.

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

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

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

    Spoiler:
    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:
    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.

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

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


    Spoiler:
    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:
    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.

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

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


    Spoiler:
    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.

    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:
    Totem Klar
    CotCT
    Armor 4
    Traits:
    Magic
    Offhand
    Piercing
    Respect
    Shield
    To Acquire:
    Constitution
    Fortitude
    Melee
    Survival 11
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
    After playing this armor, you may not play a 2-Handed boon this encounter.

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

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

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

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

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

    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.

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

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

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

    Spoiler:
    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.

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

    Current Hour:

    Zon-kuthon's Pain:
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    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.

    Hours Remaining: 19

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 1 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 2 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 2 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 3 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 3 Ranzak/Iceman91
    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 4 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 4 Adowyn/skizzerz
    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 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
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 7 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 7 Ranzak/Iceman91
    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 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 8 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 9 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 9 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 10 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 10 Ramexes/Gimry
    The Lost
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would recharge a Magic boon, discard it instead.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
    Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
    Hourglass Card 11 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 11 Ranzak/Iceman91
    The Fiend
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
    To Acquire:
    Strength
    Melee 4+#
    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.
    Hourglass Card 12 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 12 Adowyn/skizzerz
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 13 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 13 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 14 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 14 Ramexes/Gimry
    The Hidden Truth
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
    To Acquire:
    Intelligence
    Stealth 4+#
    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.
    Hourglass Card 15 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 15 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 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
    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 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 18 Ramexes/Gimry
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 19 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 19 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.

    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: Ranzak/Iceman91, Adowyn/skizzerz, None

    Base Card 1 (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...?
    Base Card 2 (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 3 (Jayna Lemore):
    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 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.

    Location #1: Lair
    Underground
    Wild
    At This Location: The difficulty to defeat story banes is increased by 2.
    When Closing: Succeed at a Strength or Melee 5+# check.
    When Permanently Closed: No effect.
    M: 1 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Ramexes/Gimry, None
    Lair Card 1 (Lashton):
    Lashton
    CotCT
    Story Bane 5
    Type: Monster
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 18
    THEN Combat 21
    Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning.
    Before acting, each character may summon and encounter the story bane Ancient Skeleton. The difficulty to defeat this monster is increased by twice the number of characters who did not defeat an Ancient Skeleton.
    Lair Card 2 (Restorative Touch):
    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.
    Lair Card 3:
    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.
    Lair Card 4:
    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.
    Lair Card 5:
    Venomous Dagger
    Core
    Weapon 3
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 11
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
    Lair Card 6:
    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 #3: Ruin
    Urban
    At This Location: When a monster is undefeated, shuffle a new monster into the location.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Shuffle a new monster into another location.
    M: 4 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Ruin Card 1:
    Knurlott
    CotCT
    Story Bane 5
    Type: Monster
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 14
    THEN Combat 18
    Immune to Acid, Cold, Electricity, Mental, and Poison.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4 Acid damage.
    When you discard cards as damage, you must first choose weapons, blessings, and/or Healing spells.
    Ruin Card 2:
    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.

    Ruin Card 3:
    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.
    Ruin Card 4:
    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.
    Ruin Card 5:
    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.
    Ruin Card 6:
    Wailing Maidens
    CotCT
    Barrier 3
    Traits:
    Trap
    Trigger
    To Defeat:
    Wisdom
    Disable
    Perception
    Stealth 13
    When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
    Ruin Card 7:
    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.
    Ruin Card 8:
    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.
    Ruin Card 9:
    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.
    Ruin Card 10:
    Banshee
    CotCT
    Monster 5
    Traits:
    Banshee
    Undead
    To Defeat:
    Combat 21
    Immune to Mental and Poison.
    Before acting, succeed at a Constitution or Fortitude 10 check or suffer the scourge Frightened.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, discard them from the top of your deck.

    Ruin 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.
    Ruin Card 12:
    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.


    Location #5: Dungeons
    Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M: 5 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Rivani/Zalarian, None
    Dungeons Card 1:
    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.
    Dungeons Card 2:
    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.
    Dungeons Card 3:
    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.
    Dungeons Card 4:
    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.
    Dungeons Card 5:
    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.
    Dungeons Card 6:
    Mummy
    Core
    Story Bane 2
    Type: Monster
    Traits:
    Mummy
    Undead
    Veteran
    To Defeat:
    Combat 14+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Fire.
    If undefeated, bury your discards and suffer the scourge Wounded.
    Dungeons Card 7:
    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.
    Dungeons Card 8:
    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.
    Dungeons Card 9:
    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.
    Dungeons Card 10:
    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.
    Dungeons Card 11:
    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.
    Dungeons Card 12:
    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.

    Location #6: Oubliette
    Underground
    At This Location: Damage you suffer is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 5+# check.
    When Permanently Closed: You may heal an ally.
    M: 5 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Oubliette Card 1 (Lich):
    Lich
    Core
    Story Bane 3
    Type: Monster
    Traits:
    Lich
    Undead
    Veteran
    To Defeat:
    Combat 12+##
    THEN Combat 11+##
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
    Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourges Exhausted and Frightened.
    Oubliette Card 2 (Curse of the Worm):
    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.
    Oubliette Card 3 (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.
    Oubliette Card 4:
    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.
    Oubliette Card 5:
    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.
    Oubliette Card 6:
    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.
    Oubliette Card 7:
    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.
    Oubliette Card 8:
    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    Veteran
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.
    Oubliette Card 9:
    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.
    Oubliette Card 10:
    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.
    Oubliette Card 11:
    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.
    Oubliette Card 12:
    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.


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

    Off-turn: recharge Hatchetbird to play Snow Leopard on Ranzak's check (due to location BotA would only add 1d4, so recharging Snow Leopard makes more sense than discarding a blessing).

    Hour of Zon-Kuthon's Pain. At start of turn, discard Stag to move to Ruin. Then examine top card of Ruin: Knurlott. Stay put at Ruin, and discard Leryn to explore, adding 1d8 to my Combat checks this exploration (declining to use the ability to explore once for free). Character power additionally adds 1d6 to all checks this exploration. Before Acting Dexterity 10: 1d10 + 3 + 1d6 ⇒ (4) + 3 + (2) = 9 Failed, suffer 1d4 ⇒ 4 Acid damage, burying Pathfinder Bodyguard to reduce it to 0. For combat checks, reveal Marksman's Bow. Combat 14 (19): 1d10 + 1d6 + 11 + 1d8 + 1d6 ⇒ (9) + (1) + 11 + (8) + (3) = 32 Combat 18 (23): 1d10 + 1d6 + 11 + 1d8 + 1d6 ⇒ (8) + (1) + 11 + (3) + (4) = 27 Defeated. For defeating a monster, examine the top card of my deck: Nirmathas Longbow. Not an Animal so it stays on top. Then I'll discard it from the top of my deck to close.

    This is still part of my first exploration so Leryn and character power both continue to apply. Summon and encounter Lich. Before Acting Divine 4+5=9: 1d8 + 5 + 1d6 ⇒ (1) + 5 + (1) = 7 Failed, discard top 1d4 ⇒ 1 cards of deck (Major Cure, unfortunate but at least I only rolled a 1). Keep using Marksman's Bow for combat. Combat 12+5+5=22 (27): 1d10 + 1d6 + 11 + 1d8 + 1d6 ⇒ (7) + (3) + 11 + (4) + (1) = 26 discard Cure from top of deck. Combat 11+5+5=21 (26): 1d10 + 1d6 + 11 + 1d8 + 1d6 ⇒ (3) + (6) + 11 + (1) + (5) = 26 Defeated. For defeating a monster, examine top of deck: Archer's Bracers. Not an Animal so stays on top. Ruin is closed, and a new monster is shuffled into Dungeons.

    Move to Base on close and immediately explore once, keeping Jayna Lemore and healing a card (Major Cure). Withering buries Nirmathas Longbow.

    Adowyn wrote:

    Hand: Balmberry, Mammoth Hide Armor, Marksman's Bow, Blessing of the Ancients, Snow Leopard, Efficient Quiver,

    Displayed: Leryn (Cohort), Jayna Lemore,
    Deck: 5 Discard: 7 Buried: 3
    Current Location: Base
    Hero Points: 0
    6-5D Playmat: available
    6-5D Reroll: used
    NOTES:
    Available Support: Use anything marked feel free to use without asking.
    Feel free to use:
    - Blessing of the Ancients: On any check, discard to bless.
    - Jayna Lemore: On a combat check, after the roll, bury to add 1d6 and the Magic trait.
    - Snow Leopard: On a combat check, recharge to add 1d4.
    Ask in Discord before using:
    - N/A
    Movement: Move to Dungeons next

    Deck, Discard, Buried:

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

    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.

    Ruin closed, new monster shuffled into Dungeons.


    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 - Hourglass Card 1 Rivani/Zalarian
    Erastil's Eye

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

    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 Dungeons
    examine top 3 cards of location deck

    Random Dungeon Cards - 13 = random monster: 1d13 ⇒ 81d12 ⇒ 61d11 ⇒ 9 Dungeons Card 8: Sczarni Thief
    Dungeons Card 6: Mummy
    Dungeons Card 11: Red War Paint

    Location Powers: The difficulty of combat checks is increased by 2.
    Explore: Dungeons Card 8: Sczarni Thief

    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.

    Ranged Combat Damage: 1d4 - 1 ⇒ (1) - 1 = 0 No Damage

    Use chain lightning and headband
    Arcane INT Check DC 9+10+2=21/26: 1d12 + 6 + 3d6 + 1d4 ⇒ (10) + 6 + (6, 5, 4) + (3) = 34 Success

    Rivani Ends her turn burying Bound Imp due to harrow

    Reminder of Scenario changes:

    Harrow Suit: Shields
    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 Add the Perils wildcard Hostile.

    Before building the locations, search the vault for Undead monsters, shuffle them together, and deal 2 of them into each location. When you deal the usual monsters into the locations, use the remaining Undead monsters before taking monsters from the vault.

    During This Scenario: Before you attempt to close or guard a location, discard the top card of your deck.

    Wildcards
    Hostile:When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.Scenario Setup
    Withering: At the end of your turn, bury a random card from your discards. That familiar dry cackle that sends shivers down your spine.
    Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.Those under Trazavai's control have coordinated attacks.

    Rivani attempts to recover all cards in her Recovery pile.
    Rivani (Phrenic Master) attempts to recover all cards in her Recovery pile.
    Chain Lightning: Arcane 10: 1d12 + 6 + 1d4 ⇒ (10) + 6 + (4) = 20 -> Chain Lightning recharged .

    Rivani resets her hand.

    "

    Rivani (Phrenic Master) wrote:

    Hand: Vindicator, Headband of Mental Superiority, Leech, Life Drain, The First, Clairvoyance, Dust of Revealing, The Foreign Trader,

    Displayed: Infernal Healing, False Life,
    Deck: 9 Discard: 0 Buried: 2
    Hero Points: 2
    reroll last used: 6-5D / 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): Steal Soul
    Recharged: The Peacock, Fortune-teller, clairvoyance2, Disintegrate, The Lady of Mysteries, Fate-reader Lenses, Vampiric Touch, Chain Lightning,
    Discard Pile:
    Buried Pile: Blessing of the Sages, Bound Imp,

    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: Dungeons
    Acquired: None
    Banished: Dungeons Card 8: Sczarni Thief
    Examined: Dungeons Card 6: Mummy (Top Card)
    Dungeons Card 11: Red War Paint (2nd Card) - rest of cards + random monster shuffled below

    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None


    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: Torag's Power
    Hour Power:When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
    Location: Lair
    Location Power:The difficulty to defeat story banes is increased by 2.
    During This Adventure:
    Scenario Powers:

  • Before you attempt to close or guard a location, discard the top card of your deck.
  • Wildcards
  • Hostile:When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.Scenario Setup
  • Withering:At the end of your turn, bury a random card from your discards. That familiar dry cackle that sends shivers down your spine.
  • Harrow of Hammers:On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck. Those under Trazavai's control have coordinated attacks.

    Let's do this
    Move to Dungeons and have Rivani cast Dust of Revealing, and then having me take the Mummy.

    Mummy:

    Core
    Story Bane 2
    Type: Monster
    Traits:
    Mummy
    Undead
    Veteran
    To Defeat:
    Combat 14+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Fire.
    If undefeated, bury your discards and suffer the scourge Wounded.

    Combat 26(14+5+5+2): 1d8 + 5 + 1d12 + 2 + 1d8 + 1 + 4 ⇒ (7) + 5 + (4) + 2 + (5) + 1 + 4 = 28

    Roll Details:

    Combat(Melee) - 1d8+5
    Thundering Earthbreaker - 1d12+2
    Touch of Flame - 1d8+1
    Vulnerable - 4

    Discard Wand of Restorative Touch for Harrow

    Close Check - Lich
    Close check - discard top of deck - Major Cure

    Lich:

    Story Bane
    Type: Monster
    Traits: Lich Undead Veteran
    To Defeat: Combat 12+## THEN Combat 11+##
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack. Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck. If undefeated, suffer the scourges Exhausted and Frightened.

    Divine 9(4+5): 1d10 + 5 ⇒ (1) + 5 = 6

    Roll Details:

    Divine - 1d10+5

    Discards: 1d4 ⇒ 4

    Combat 24(12+5+5+2): 1d8 + 5 + 1d12 + 2 + 1d8 + 1 + 1d8 ⇒ (7) + 5 + (2) + 2 + (5) + 1 + (7) = 29

    Roll Details:

    Combat(Melee) - 1d8+5
    Thundering Earthbreaker - 1d12+2
    Touch of Flame - 1d8+1
    Blessed - 1d8

    Rivani recharges The First to bless

    Combat 23(11+5+5+2): 1d8 + 5 + 1d12 + 2 + 1d8 + 1 + 1d8 ⇒ (4) + 5 + (11) + 2 + (1) + 1 + (2) = 26

    Roll Details:

    Combat(Melee) - 1d8+5
    Thundering Earthbreaker - 1d12+2
    Touch of Flame - 1d8+1
    Blessed - 1d8

    Recharge Healing Light to bless
    Discard Clockwork Librarian to Harrow

    Healing Light lets me heal a card
    Ramexes is healed for 1: (Giantbane Greataxe). Deck shuffled.
    Dungeons is closed, so draw a card - Giantbane Greataxe

    Move to Lair and take my Free explore

    Lashton:

    CotCT
    Story Bane 5
    Type: Monster
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 18
    THEN Combat 21
    Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning.
    Before acting, each character may summon and encounter the story bane Ancient Skeleton. The difficulty to defeat this monster is increased by twice the number of characters who did not defeat an Ancient Skeleton.

    I will elect to not take the Skeleton, but hope that Ranzak will take his

    Combat 22(18+2+2): 1d8 + 5 + 1d12 + 1 + 1d8 + 1d8 + 1 ⇒ (2) + 5 + (9) + 1 + (7) + (6) + 1 = 31

    Roll Details:

    Combat(Melee) - 1d8+5
    Giantbane Greataxe - 1d12+1
    Discard - 1d8
    Touch of Flame - 1d8+1

    Discarding a weapon, lets me recharge a card - Wand of Restorative Touch

    Combat 25(21+2+2): 1d8 + 5 + 1d12 + 2 + 1d8 + 1 + 4 + 1d8 ⇒ (8) + 5 + (12) + 2 + (8) + 1 + 4 + (6) = 46

    Roll Details:

    Combat(Melee) - 1d8+5
    Thundering Earthbreaker - 1d12+2
    Touch of Flame - 1d8+1
    Vulnerable - 4
    Blessed - 1d8

    Recharge Lord in Iron to bless

    Discard to close - Steal Soul
    Melee 10(5+5): 1d8 + 5 + 1d8 ⇒ (6) + 5 + (4) = 15

    Roll Details:

    Melee - 1d8+5
    Blessed - 1d8

    Have Adowyn Recharge Ancients to bless

    Location closed Move to base, grab Ketrick and heal a card

    Ramexes is healed for 1: (Flamer (Druid of the Flame)). Deck shuffled.

    Withering buries Steal Soul

    "

    Ramexes wrote:

    Hand: Thundering Earthbreaker, Divine Insight, Heat Metal, Lyrune-Qua Truthspeaker, Flamer (Druid of the Flame),

    Displayed: Ketrik,
    Deck: 6 Discard: 6 Buried: 4
    Current Location: Base
    Hero Points: 0
    NOTES:
    Available Support:
  • Divine Insight adds 2d6 to a barrier
    Other: Paizo reroll used for scenario 6-5D?: N
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Our Lord In Iron, Abadar's Law, Regill (Hellknight of the Nail), Gorum's Iron, The Healing Light, Wand of Restorative Touch
    Recharged:
    Discard Pile: Blessing of the Gods, Staff of Minor Healing, Angelic Armor, Clib (Clockwork Librarian), Giantbane Greataxe, Major Cure,
    Buried Pile: The Desert, Ukwar Axe, Dragonbane Greatsword, Steal Soul,

    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.
    ☑ On your check to acquire a weapon or armor add 1 die
    ☑ 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
    Used Rivani's Dust of Revealing
    Recharged Rivani's The First
    Closed the Dungeons
    Moved to Dungeons
    Ranzak needs to fight an Ancient Skeleton
    Recharged Adowyn's Ancients
    Closed Lair


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

    Off-turn: summon and encounter Ancient Skeleton. Before acting, discard Efficient Quiver to damage. Reveal Marksman's Bow. Recharge Mammoth Hide Armor to add 1d6 to my check. Recharge Snow Leopard to add 1d4 to my check. Combat 11+5+5=21 (26): 1d10 + 1d6 + 11 + 1d6 + 1d4 ⇒ (9) + (1) + 11 + (6) + (4) = 31 Defeated with sufficient overkill. Examine top of deck due to defeating a monster: Headband of the Wolf. Not an Animal so it stays on top. Then recharge Blessing of the Ancients for Ramexes.

    Adowyn wrote:

    Hand: Balmberry, Marksman's Bow,

    Displayed: Leryn (Cohort), Jayna Lemore,
    Deck: 7 Discard: 9 Buried: 3
    Current Location: Base
    Hero Points: 0
    6-5D Playmat: available
    6-5D Reroll: used
    NOTES:
    Available Support: Use anything marked feel free to use without asking.
    Feel free to use:
    - Jayna Lemore: On a combat check, after the roll, bury to add 1d6 and the Magic trait.
    Ask in Discord before using:
    - N/A
    Movement: N/A


    Deck Handler

    Ramexes turn: Fight Ancient Skeleton
    BA: Reveal Steel Ibis Lamellar to absorb the 1 damage

    CtD: Reveal and recharge Limning Starknife, reveal Embalming Fluid, freely recharge Snakebite Dagger
    Combat 11+5+5+2=23 (28): 1d10 + 3 + 1d4 + 2 + 1d4 + 1 + 2 + 1d4 ⇒ (9) + 3 + (4) + 2 + (2) + 1 + 2 + (1) = 24 Success w/o overkill - discard Boots of Alacrity
    Embalming Fluid: Disable 7: 1d10 + 4 + 1d8 ⇒ (2) + 4 + (7) = 13 Success

    Ranzak wrote:

    Hand: Snakebite Dagger, Steel Ibis Lamellar, Thieves' Tools (Core), Embalming Fluid, Forensic Physician,

    Displayed: Boors,
    Deck: 12 Discard: 2 Buried: 3
    Hero Points: 2
    Used Accessory re-roll: N
    NOTES:
    Available Support:
    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): Blessing of Yaezhing, Cerulean Mastermind, Blessing of the Savored Sting, Master of Masters, Robe of Items, Venomous Heavy Crossbow +2, Blessing of the Quartermaster, Venomous Dagger, Blessing of Wadjet, Ring of Regeneration
    Recharged: Limning Starknife, Snakebite Dagger,
    Discard Pile: Bloodroot Poison, Boots of Alacrity,
    Buried Pile: Gem of Physical Prowess (Core), The Juggler, Angelic Armor,

    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)

    Move to base to help with villain with vindicator.

    "

    Rivani (Phrenic Master) wrote:

    Hand: Vindicator, Headband of Mental Superiority, Leech, Life Drain, Clairvoyance, The Foreign Trader,

    Displayed: Infernal Healing, False Life,
    Deck: 11 Discard: 0 Buried: 2
    Hero Points: 2
    reroll last used: 6-5D / 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): Steal Soul
    Recharged: The Peacock, Fortune-teller, clairvoyance2, Disintegrate, The Lady of Mysteries, Fate-reader Lenses, Vampiric Touch, Chain Lightning, Dust of Revealing, The First,
    Discard Pile:
    Buried Pile: Blessing of the Sages, Bound Imp,

    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.

    "


    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: Shields

    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 Add the Perils wildcard Hostile.

    Before building the locations, search the vault for Undead monsters, shuffle them together, and deal 2 of them into each location. When you deal the usual monsters into the locations, use the remaining Undead monsters before taking monsters from the vault.

    During This Scenario: Before you attempt to close or guard a location, discard the top card of your deck.

    Wildcards
    Hostile:When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.Scenario Setup
    Withering: At the end of your turn, bury a random card from your discards. That familiar dry cackle that sends shivers down your spine.
    Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.Those under Trazavai's control have coordinated attacks.

    Additional Rules: Story Banes

    Danger: Lich (Trazavai)
    Villain: Lich (Trazavai)
    Henchmen (Closing): Castothrane, Knurlott, Lashton, Vampire, Mummy, Wight-Proxy A

    Lich:

    Story Bane
    Type: Monster
    Traits: Lich Undead Veteran
    To Defeat: Combat 12+## THEN Combat 11+##
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack. Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck. If undefeated, suffer the scourges Exhausted and Frightened.

    Castothrane:

    Story Bane
    Type: Monster
    Traits: Skeleton Undead
    To Defeat: Combat 26
    Immune to Cold, Mental and Poison. Resistant to Attack and Fire. Vulnerable to Bludgeoning. Before acting, suffer 1d4 Fire damage, then a random other character summons and encounters the story bane Wraith. If undefeated, move to a random other location and bury 1d4 random cards from your discards.

    Knurlott:

    Story Bane
    Type: Monster
    Traits: Skeleton Undead
    To Defeat: Combat 14 THEN Combat 18
    Immune to Acid, Cold, Electricity, Mental, and Poison. Before acting, each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4 Acid damage. When you discard cards as damage, you must first choose weapons, blessings, and/or Healing spells.

    Lashton:

    Story Bane
    Type: Monster
    Traits: Skeleton Undead
    To Defeat: Combat 18 THEN Combat 21
    Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, each character may summon and encounter the story bane Ancient Skeleton. The difficulty to defeat this monster is increased by twice the number of characters who did not defeat an Ancient Skeleton.

    Vampire:

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

    Mummy:

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

    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.

    Scenario Level (#): 5

    Turn: 14, Ranzak/Iceman91

    Random Cards:

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

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

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

    Spoiler:
    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:
    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.

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

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

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

    Spoiler:
    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.

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

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

    Spoiler:
    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.

    Spells
    Spoiler:
    Major Harrowing
    CotCT
    Spell 5
    Traits:
    Arcane
    Divine
    Harrow
    Magic
    To Acquire:
    Intelligence
    Arcane 12
    OR Wisdom
    Divine 14
    Freely display at a location. While displayed:
    * On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead.
    * When this location is closed, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 14 or Divine 16 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:
    Poison Blast
    CotCT
    Spell 3
    Traits:
    Arcane
    Attack
    Magic
    Poison
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, banish to use Arcane + 2d12.
    On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.

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


    Spoiler:
    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:
    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.


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

    Spoiler:
    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:
    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:
    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:
    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:
    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.

    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:
    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.

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

    Spoiler:
    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.

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

    Spoiler:
    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:
    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.

    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:
    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: 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: 16

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 1 Adowyn/skizzerz
    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 2 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 2 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 3 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 3 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 4 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 4 Ranzak/Iceman91
    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 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
    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 7 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 7 Ramexes/Gimry
    The Lost
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would recharge a Magic boon, discard it instead.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
    Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
    Hourglass Card 8 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 8 Ranzak/Iceman91
    The Fiend
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
    To Acquire:
    Strength
    Melee 4+#
    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.
    Hourglass Card 9 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 9 Adowyn/skizzerz
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 10 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 10 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 11 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 11 Ramexes/Gimry
    The Hidden Truth
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
    To Acquire:
    Intelligence
    Stealth 4+#
    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.
    Hourglass Card 12 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 12 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 13 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 13 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 14 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 14 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.
    Hourglass Card 15 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 15 Ramexes/Gimry
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 16 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 16 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.

    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 ?: 2
    Located/Displayed Here: Rivani/Zalarian, Ramexes/Gimry, Ranzak/Iceman91, Adowyn/skizzerz, None

    Base Card 1 (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...?
    Base Card 2 (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 #6: Oubliette
    Underground
    At This Location: Damage you suffer is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 5+# check.
    When Permanently Closed: You may heal an ally.
    M: 5 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Oubliette Card 1 (Lich):
    Lich
    Core
    Story Bane 3
    Type: Monster
    Traits:
    Lich
    Undead
    Veteran
    To Defeat:
    Combat 12+##
    THEN Combat 11+##
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
    Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourges Exhausted and Frightened.
    Oubliette Card 2 (Curse of the Worm):
    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.
    Oubliette Card 3 (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.
    Oubliette Card 4:
    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.
    Oubliette Card 5:
    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.
    Oubliette Card 6:
    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.
    Oubliette Card 7:
    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.
    Oubliette Card 8:
    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    Veteran
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.
    Oubliette Card 9:
    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.
    Oubliette Card 10:
    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.
    Oubliette Card 11:
    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.
    Oubliette Card 12:
    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.


    Deck Handler

    Ranzak's turn
    Hour of Lamashtu's Madness

    Reveal Forensic Physician to heal Bloodroot Poison and Boots of Alacrity.

    Explore Base - Display Pathfinder Chronicler
    Recharge Thieves' Tools, triggering the free move to Oubliette.

    End turn
    Withering buries Physician.

    Draw up
    On Adowyn's turn, discard Robe of Items to draw Bloodroot Poison and Gem of Physical Prowess.
    Display Bloodroot.

    Then bury Boors to draw a melee and a ranged weapon from the vault.
    Melee: Venomous Dagger
    Ranged: Limning Starknife

    Ranzak wrote:

    Hand: Snakebite Dagger, Venomous Dagger, Limning Starknife 2, Venomous Dagger 2, Steel Ibis Lamellar, Ring of Regeneration, Embalming Fluid, Gem of Physical Prowess (Core), Blessing of the Quartermaster, Blessing of Yaezhing,

    Displayed: Boors, Pathfinder Chronicler, Bloodroot Poison,
    Deck: 8 Discard: 1 Buried: 4
    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): Cerulean Mastermind, Venomous Heavy Crossbow +2, Limning Starknife, Boots of Alacrity, Blessing of the Savored Sting, Blessing of Wadjet, Master of Masters
    Recharged: Thieves' Tools (Core),
    Discard Pile: Robe of Items,
    Buried Pile: Gem of Physical Prowess (Core), The Juggler, Angelic Armor, Forensic Physician,

    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 Uprising. Send Balmberry to recovery to heal Efficient Quiver. Move to Oubliette and explore.

    Oubliette 1: Lich. Before acting, add 1d6 per character power and blessed per Hour. Divine 4+5=9: 2d8 + 5 + 1d6 ⇒ (6, 1) + 5 + (4) = 16 Success. For first combat check, reveal Marksman's Bow. Rivani freely reloads Vindicator, my character power adds 1d6. Ranzak discards one of his blessings to bless. Combat 12+5+5=22 (27): 2d10 + 1d6 + 11 + 1d8 + 1d6 ⇒ (6, 4) + (3) + 11 + (1) + (2) = 27 Success with sufficient overkill. For the second check, reveal and additionally discard Marksman's Bow. Character power adds 1d6. Ranzak discards his other blessing to bless. Combat 11+5+5=21 (26): 2d10 + 2d6 + 12 + 1d6 ⇒ (10, 1) + (1, 1) + 12 + (5) = 30 Defeated. We win!


    Scenario 6-5D: An Unwelcome Reunion
    Development:
    The body of Trazavai lays slain at your feet. Again. You know it’s only a matter of time until he comes back in some other form, but there’s no way to tell how long you have to find the solution. You’ve got to use whatever time you can to track down his true phylactery. Only once you’ve discovered and destroyed it will you be able to rest assured that the lich can do no further harm.

    You won’t let him get away again.

    Rewards:

    Scenario: Loot: ally Darb Tuttle, armor Kazavon's Shield

    Darb Tuttle:

    Ally
    Traits: Aristocrat Human
    To Acquire: Charisma Diplomacy 15 OR Divine 13
    On a local check to close or to guard, recharge to add 2d12. Discard to explore; if you encounter a barrier or a boon, recharge instead.

    Kazavon's Shield:

    Armor
    Traits: Loot Magic Offhand Shield
    To Acquire: Constitution Divine Fortitude 12
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2. If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait. If proficient, on your Melee combat check, freely recharge to reroll a die. After playing this armor, you may not play a 2-Handed boon this encounter.

    Adventure
    Gain a hero point. Each character chooses a type of feat and increases their maximum number of that feat type to their tier + 1.

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

    Upgrades:
    The Juggler (Blessing 1)
    The Desert (Blessing 1) (5)
    Clairvoyance (Spell 3)
    Limning Starknife (Weapon 4)
    Venomous Dagger (Weapon 3)

    Ally -
    Armor -
    Blessing 51
    Item -
    Spell 3
    Weapon 43


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

    I would have sent Ketrick shopping before Adowyn took the boss

    Add an Armor 4 to the upgrades


    Adventure 6: Death's Vengeance
    Build the Vault: The vault should contain all level 0, 1, 2, 3, 4, 5, and 6 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, 2, and 3 non-Veteran banes and you may remove any Level 0, 1, 2, and 3 non-Veteran, non-blessing boons.

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

    Scenarios 6C1: An Unlikely Alliance and 6C2: Backstabbed present a choice for the party regarding how to approach the Red Mantis assassins. Run only one of these scenarios: An Unlikely Alliance if the party wishes to parley with the assassins, or Backstabbed if they choose to fight them. Scenario 6D: The Demilich’s Domain is the standard conclusion to the Year of Rotting Ruin. Characters who have completed this adventure who wish to explore Trazavai’s soul-mist can continue to the optional scenario 6E: The Lich’s Legacy. That scenario is not required to earn the adventure or Adventure Path rewards.

    Scenario 6-6A: Storm of Ravenous Shadows

    “All signs point to Virlych.” Venture-Captain Evni Zognoss folds her hands on her desk. She seems surprisingly chipper, given the sentence she just uttered. “The Lastwall Knights and I have been researching Trazavai’s history. It seems he has most likely hidden his phylactery in the hoard of his friend, the demilich Yln.”

    You’ve heard of Virlych, though you’ve never been there. The forbidding Ustalavic province is a land ruled by monsters and undead. It has been many generations since it was home to any but the bravest and most foolhardy of explorers. Since the rise of the Whispering Tyrant, the land’s threats could only have become more dire.

    “Locating Yln’s lair might have proven difficult, but luck was on our side.” The venture-captain gestures toward a tall woman with dark hair and blue-grey robes standing behind her. “Aviva Racovick has spent the past several years studying ancient sites in Virlych, and she believes she knows where the demilich resides.”

    Racovick nods in greeting. “When Vigil was destroyed, my compatriots and I were investigating a newly discovered site rife with necromantic energies. I returned to Lastwall to aid in the defense against the Whispering Tyrant.”

    “I suggest you take the next few hours to make any last-minute preparations,” said Zognoss. “Be sure to bring plenty of food and clean water; Virlych is short on both.”

    You set out at first light. When you cross the border into Virlych, the land becomes more desolate, and the plant life scarcer and less recognisable. Keeping a close eye on your surroundings, you manage to easily defeat a few lone skeletons and avoid some larger hordes of zombies. Then, a few hours into your trek, clouds fill the sky and a sudden storm descends. Sheets of acidic rain burn against your skin, reducing your vision to only a few feet in front of you.

    “We need to find shelter!” shouts Racovick, though you can barely hear her over the howling of the wind. “I think I know a—”

    Before she can finish, lightning flashes in the sky, revealing a rotting figure in black armour atop a spectral horse. All around you, the shadows come to life. You realise they aren’t shadows at all, but hungry wraiths. And they don’t plan to let you pass.


    Scenario 6-6A: Storm of Ravenous Shadows
    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.

    The vault should contain all level 0, 1, 2, 3, 4, 5, and 6 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, 2, and 3 non-Veteran banes and you may remove any Level 0, 1, 2, and 3 non-Veteran, non-blessing boons.

    Examined Harrow Blessing: The Survivor Harrow Suit: Shields Again!

    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.

    Setup Add the Perils wildcard Ablaze. All Ablaze damage is Acid damage.

    After drawing starting hands, a character may search the Base and vault for the supporter Aviva Racovick, then draw and play her.

    Aviva Racovick:

    Supporter
    Traits: Human Arcanist
    Display. While displayed: • You may bury to draw 2 new Arcane spells, then banish 1 of them. • □ You may bury to examine the top 3 cards of your location, then you may shuffle them into your location.
    Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?

    During This Scenario: When you examine a location, you may examine only the top card.

    When you would guard your location, you may bury the top 1d4 cards of your deck; if you do not, or if you die while doing so, your location is unguarded.

    On your non-Melee combat check, reroll 1 of the dice showing the highest result.

    Wildcards
    Ablaze:At the end of your turn, suffer 1d4-2 Acid damage.Scenario Setup
    Confusing: After you reset, shuffle a random card into your deck. You can only see a few feet in front of you.
    Deadly: When you suffer damage, it is increased by 1.The acidic rain bears down harder on you.

    Story Banes

    Danger: Wraith
    Villain: Graveknight
    Henchmen (Closing): Mandraivus, Wraith-Proxy A

    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.

    Graveknight:

    Story Bane
    Type: Monster
    Traits: Undead Veteran
    To Defeat: Combat 12+## OR Divine 9+#
    Roll 1d4. This monster gains the trait, is immune to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack. Before acting, a random character summons and encounters a random Undead story bane. Then, each local character suffers 1d4 damage.

    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.


    Ramexes discards The Dance

    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.

    Ranzak discards 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.


    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.

    The vault should contain all level 0, 1, 2, 3, 4, 5, and 6 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, 2, and 3 non-Veteran banes and you may remove any Level 0, 1, 2, and 3 non-Veteran, non-blessing boons.

    Harrow Suit: Shields

    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: Add the Perils wildcard Ablaze. All Ablaze damage is Acid damage.

    After drawing starting hands, a character may search the Base and vault for the supporter Aviva Racovick, then draw and play her.

    Aviva Racovick:

    Supporter
    Traits: Human Arcanist
    Display. While displayed: • You may bury to draw 2 new Arcane spells, then banish 1 of them. • □ You may bury to examine the top 3 cards of your location, then you may shuffle them into your location.
    Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?

    During This Scenario: When you examine a location, you may examine only the top card.

    When you would guard your location, you may bury the top 1d4 cards of your deck; if you do not, or if you die while doing so, your location is unguarded.

    On your non-Melee combat check, reroll 1 of the dice showing the highest result.

    Wildcards
    Ablaze:At the end of your turn, suffer 1d4-2 Acid damage.Scenario Setup
    Confusing: After you reset, shuffle a random card into your deck. You can only see a few feet in front of you.
    Deadly: When you suffer damage, it is increased by 1.The acidic rain bears down harder on you.

    Additional Rules: Story Banes

    Danger: Wraith
    Villain: Graveknight
    Henchmen (Closing): Mandraivus, Wraith-Proxy A

    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.

    Graveknight:

    Story Bane
    Type: Monster
    Traits: Undead Veteran
    To Defeat: Combat 12+## OR Divine 9+#
    Roll 1d4. This monster gains the trait, is immune to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack. Before acting, a random character summons and encounters a random Undead story bane. Then, each local character suffers 1d4 damage.

    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.

    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.

    High Level Undead Story Banes:

    1. Castothrane
    Spoiler:

    Story Bane
    Type: Monster
    Traits: Skeleton Undead
    To Defeat: Combat 26
    Immune to Cold, Mental and Poison. Resistant to Attack and Fire. Vulnerable to Bludgeoning. Before acting, suffer 1d4 Fire damage, then a random other character summons and encounters the story bane Wraith. If undefeated, move to a random other location and bury 1d4 random cards from your discards.

    2. Knurlott
    Spoiler:

    Story Bane
    Type: Monster
    Traits: Skeleton Undead
    To Defeat: Combat 14 THEN Combat 18
    Immune to Acid, Cold, Electricity, Mental, and Poison. Before acting, each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4 Acid damage. When you discard cards as damage, you must first choose weapons, blessings, and/or Healing spells.

    3. Lashton
    Spoiler:

    Story Bane
    Type: Monster
    Traits: Skeleton Undead
    To Defeat: Combat 18 THEN Combat 21
    Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, each character may summon and encounter the story bane Ancient Skeleton. The difficulty to defeat this monster is increased by twice the number of characters who did not defeat an Ancient Skeleton.

    4. Mandraivus
    Spoiler:

    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.

    5. Ukwar
    Spoiler:

    Story Bane
    Type: Monster
    Traits: Orc Undead
    To Defeat: Combat 21
    Immune to Cold, Mental, and Poison. Before acting, a local character suffers 1d8 Combat damage and the scourge Drained. If defeated, draw the new Loot weapon Ukwar Axe.

    6. Zenobia Zenderholm
    Spoiler:

    Story Bane
    Type: Monster
    Traits: Cleric Undead
    To Defeat: Constitution Fortitude 8 THEN Combat 22
    Immune to Mental and Poison. After acting, suffer the scourges Drained and Plagued.

    Scenario Level (#): 6

    Turn: 1, Rivani/Zalarian

    [spoiler=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:
    Ancient Black Dragon
    CotCT
    Monster 6
    Traits:
    Acid
    Dragon
    To Defeat:
    Combat 28
    OR Diplomacy 18
    Immune to Acid. All damage is Acid.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 11 check or suffer 1d4 damage and the scourge Wounded.

    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:
    Roc
    CotCT
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 19
    If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.

    Spoiler:
    Warsworn
    CotCT
    Monster 6
    Traits:
    Undead
    To Defeat:
    Combat 26
    Immune to Mental and Poison.
    Before acting, each local character suffers Combat damage equal to the number of weapons and armors in their hand and displayed cards.
    If undefeated, suffer the scourge Drained.

    Barriers
    Spoiler:
    Friendly Game of Sredna
    CotCT
    Barrier 4
    Traits:
    Respect
    Task
    To Defeat:
    Strength 7
    OR Constitution
    Fortitude 12
    If defeated, you may remove this barrier from the game and gain 1 respect point.
    If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.

    Spoiler:
    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:
    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:
    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:
    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.

    Weapons
    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:
    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:
    Dancing Dagger
    CotCT
    Weapon 6
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 17
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 2d4+3.
    On a local combat check, freely reveal to add 1d4. You may use this power even if you have previously revealed this card on this check.

    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:
    Deathbane Throwing Axe
    CotCT
    Weapon 5
    Traits:
    Axe
    Magic
    Melee
    Ranged
    Slashing
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 13
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
    If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
    You may use this power even if you have previously revealed this card on this check.

    Spells
    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:
    Major Harrowing
    CotCT
    Spell 5
    Traits:
    Arcane
    Divine
    Harrow
    Magic
    To Acquire:
    Intelligence
    Arcane 12
    OR Wisdom
    Divine 14
    Freely display at a location. While displayed:
    * On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead.
    * When this location is closed, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 14 or Divine 16 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:
    Shapechange
    CotCT
    Spell 6
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    At the start of your turn, choose 1. Until the start of the next turn:
    * Your Strength, Dexterity, and Constitution skills are 1d12+2.
    * Your hand size is 3.
    * Your hand size is 7.
    * Your hand size is 10.
    * At the end of the scenario, banish; if proficient, discard 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.


    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:
    Greater Bolstering Armor
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 14
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Totem Klar
    CotCT
    Armor 4
    Traits:
    Magic
    Offhand
    Piercing
    Respect
    Shield
    To Acquire:
    Constitution
    Fortitude
    Melee
    Survival 11
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
    After playing this armor, you may not play a 2-Handed boon this encounter.

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

    Spoiler:
    Kazavon's Shield
    CotCT
    Armor 6
    Traits:
    Loot
    Magic
    Offhand
    Shield
    To Acquire:
    Constitution
    Divine
    Fortitude 12
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Items
    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.

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

    Spoiler:
    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:
    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.

    Allies
    Spoiler:
    Lyrune-quah Truthspeaker
    CotCT
    Ally 4
    Traits:
    Human
    Oracle
    To Acquire:
    Charisma
    Diplomacy
    Divine 12
    OR Recharge A Respect Boon 0
    On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
    Discard to explore, or to move then explore. You may not use this power during an encounter.

    Spoiler:
    Hippogriff
    CotCT
    Ally 6
    Traits:
    Animal
    Mount
    To Acquire:
    Wisdom
    Survival 16
    On a local combat check, recharge to add 2d4.
    Discard to explore, or to move then explore. If you encounter a monster, recharge instead. You may not use this power during an encounter.

    Spoiler:
    Darb Tuttle
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 15
    OR Divine 13
    On a local check to close or to guard, recharge to add 2d12.
    Discard to explore; if you encounter a barrier or a boon, recharge instead.

    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:
    Sklar-quah Thundercaller
    CotCT
    Ally 4
    Traits:
    Human
    Skald
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat A Barrier 0
    Display. While displayed:
    * On all Strength and Acrobatics checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Strength and Acrobatics checks, add 3.

    Blessings
    Spoiler:
    The Owl
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Survival check is blessed.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.

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

    Spoiler:
    The 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 to close or to guard, add 1d4.

    Current Hour:

    Abadar's Law:
    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.

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 1 Ramexes/Gimry
    Achaekek's Claws
    CotCT
    Blessing 4
    Traits:
    Deity: Achaekek
    Divine
    When this is the hour: Before acting against a story bane monster, draw 1 card then discard 1 card.
    To Acquire:
    Intelligence
    Craft 8
    On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
    Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.
    Hourglass Card 2 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 2 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 3 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 3 Adowyn/skizzerz
    The Courtesan
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, freely discard to use your Charisma die instead of the normal die.
    Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
    Hourglass Card 4 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 4 Rivani/Zalarian
    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 5 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 5 Ramexes/Gimry
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
    To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.
    Hourglass Card 6 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 6 Ranzak/Iceman91
    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.
    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
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 9 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 9 Ramexes/Gimry
    The Rakshasa
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
    To Acquire:
    Intelligence
    Arcane 4+#
    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.
    Hourglass Card 10 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 10 Ranzak/Iceman91
    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 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 11 Adowyn/skizzerz
    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 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 12 Rivani/Zalarian
    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 13 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 13 Ramexes/Gimry
    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 14 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 14 Ranzak/Iceman91
    Gozreh's Growth
    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    Veteran
    When this is the hour: On your check against an Animal or Elemental card, add 1d4.
    To Acquire:
    Wisdom
    Divine
    Survival 4+#
    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
    Hourglass Card 15 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 15 Adowyn/skizzerz
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 16 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 16 Rivani/Zalarian
    The Worldbreaker
    Core
    Blessing 3
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: You may banish a random blessing from your discards to explore.
    To Acquire:
    Banish A Boon 0
    On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 17 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 17 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 18 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 18 Ranzak/Iceman91
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 19 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 19 Adowyn/skizzerz
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 20 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 20 Rivani/Zalarian
    The Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
    To Acquire:
    Dexterity
    Melee 4+#
    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.
    Hourglass Card 21 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 21 Ramexes/Gimry
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 22 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 22 Ranzak/Iceman91
    The Big Sky
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: At the start of your turn, you may remove 1 of your scourges.
    To Acquire:
    Strength
    Stealth 4+#
    On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
    Discard to explore, or to move then explore.
    Hourglass Card 23 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 23 Adowyn/skizzerz
    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.
    Hourglass Card 24 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 24 Rivani/Zalarian
    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 25 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 25 Ramexes/Gimry
    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 26 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 26 Ranzak/Iceman91
    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.
    Hourglass Card 27 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 27 Adowyn/skizzerz
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    Veteran
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Hourglass Card 28 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 28 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 29 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 29 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.

    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:
    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 2:
    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:
    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...?
    Base Card 4:
    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:
    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 6:
    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.

    Location #1: Bridge
    Urban
    At This Location: Non-story banes cannot be evaded.
    When Closing: Bury an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Bridge Card 1:
    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.
    Bridge 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.

    Bridge Card 3:
    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.
    Bridge Card 4:
    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.
    Bridge Card 5:
    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.
    Bridge Card 6:
    Zombie
    Core
    Monster 0
    Traits:
    Undead
    Zombie
    Veteran
    To Defeat:
    Combat 9+##
    Immune to Mental and Poison.
    If undefeated, a random character summons and encounters this monster.
    Bridge Card 7:
    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.
    Bridge Card 8:
    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.
    Bridge Card 9:
    Immortal Ichor
    CotCT
    Monster 6
    Traits:
    Ooze
    To Defeat:
    Combat 23
    Immune to Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison. Resistant to Cold.
    Before acting, each local character suffers Combat damage equal to the number of allies in their hand.
    If undefeated, banish a random ally from your discards, then a random local character summons and encounters the story bane Zombie Minions.
    Bridge Card 10:
    Exploding Runes
    Core
    Barrier 2
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 6+#
    OR Disable 8+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.

    Location #2: Dunes
    Wild
    At This Location: When you encounter a bane and do not defeat it, discard the top blessing of the hourglass.
    When Closing: Acquire the top blessing of the hourglass.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Dunes Card 1:
    Ukwar Axe
    CotCT
    Weapon 6
    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.
    Dunes Card 2:
    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.
    Dunes Card 3:
    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.

    Dunes Card 4:
    False Heroes
    CotCT
    Barrier 6
    Traits:
    Skirmish
    To Defeat:
    None 0
    Roll 1d4. Each local character summons and encounters the corresponding story bane:
    1. Bandit
    2. Cultist
    3. Rescue
    4. Thug

    For each that is undefeated, bury a random supporter displayed next to any character. Then banish this barrier; it is defeated.

    Dunes Card 5:
    Haunt
    Core
    Barrier 2
    Traits:
    Task
    Trigger
    Undead
    Veteran
    To Defeat:
    Charisma
    Diplomacy 8+#
    OR Divine 6+#
    When examined, suffer the scourge Frightened.
    Cannot be evaded.
    If undefeated, suffer the scourge Drained.
    Dunes Card 6:
    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.
    Dunes Card 7:
    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.
    Dunes Card 8:
    Ring of Energy Resistance
    CotCT
    Item 6
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    OR Intelligence
    Arcane 9
    When you suffer Acid, Cold, Electricity, or Fire damage, reveal to reduce it by 4.
    Dunes Card 9:
    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.
    Dunes Card 10:
    Sadomasochism
    CotCT
    Spell 6
    Traits:
    Arcane
    Divine
    Loot
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 15
    Display. While displayed:
    * On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added.
    * At the end of the turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 17 check to recharge it instead.


    Location #3: Swamp
    Aquatic
    Wild
    At This Location: When you fail a check to defeat a monster, suffer the scourge Wounded.
    When Closing: Either succeed at a Wisdom or Survival 6+# check or shuffle a new monster into each location.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Swamp 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.
    Swamp Card 2:
    Haughty Nobles
    Core
    Barrier 1
    Traits:
    Cache
    Task
    Veteran
    To Defeat:
    Charisma
    Diplomacy 6+#
    If you are at an Urban location, the difficulty to defeat is increased by 4.
    If undefeated, bury either an ally or a random boon.
    If defeated, you may summon and encounter a new boon of any type.
    Swamp Card 3:
    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.
    Swamp Card 4:
    Mobogo
    CotCT
    Monster 6
    Traits:
    Aberration
    To Defeat:
    Combat 25
    Before acting, 2 local characters summon and encounter the story bane Boggard Champion.
    The difficulty to defeat is increased by twice your number of scourge markers.
    Swamp Card 5:
    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.
    Swamp Card 6:
    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.

    Swamp Card 7:
    Dominate
    CotCT
    Spell 6
    Traits:
    Arcane
    Attack
    Divine
    Magic
    Mental
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    When you encounter a monster, banish to evade it, then search your location for a boon and draw it.

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

    Swamp Card 8:
    Yzahnum the Efreeti
    CotCT
    Monster 6
    Traits:
    Fire
    Outsider
    To Defeat:
    Combat 23
    Before acting, roll 1d6.
    1-2. This monster is evaded; add the new location Twisting Passages and move to it.
    3-4. Treat every feat on your character and role card as unchecked until the end of the turn.
    5-6. Bury your discards, then discard your hand.
    If defeated, you may banish a level 6 boon to remove this monster from the game; if you do, draw the new Loot armor Trifaccia's Mantle.
    Swamp Card 9:
    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.
    Swamp Card 10:
    Traitor
    CotCT
    Monster 1
    Traits:
    Human
    Spy
    Veteran
    To Defeat:
    Combat 9+##
    Before acting, discard a random ally; the difficulty is increased by its level.

    Location #4: Ravine
    Underground
    Wild
    At This Location: The difficulty of combat checks is increased by #.
    When Closing: Bury a random card.
    When Permanently Closed: You may heal a buried card.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Ravine Card 1:
    Graveknight
    None
    Story Bane 1
    Type: Monster
    Traits:
    Undead
    Veteran
    To Defeat:
    Combat 12+##
    OR Divine 9+#
    Roll 1d4. This monster gains the trait, is immune to, and all damage is:
    1. Acid 3. Electricity
    2. Cold 4. Fire

    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.

    Before acting, a random character summons and encounters a random Undead story bane. Then, each local character suffers 1d4 damage.

    Ravine Card 2:
    Paralytic Pulse
    CotCT
    Barrier 6
    Traits:
    Trap
    Trigger
    To Defeat:
    Wisdom 15
    OR Disable 13
    When examined, move to this barrier's location and encounter it.
    After acting, a random local character summons and encounters the danger.
    If undefeated, each local character suffers the scourge Exhausted.
    Ravine Card 3:
    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.
    Ravine Card 4:
    Evoker
    Core
    Monster 1
    Traits:
    Halfling
    Wizard
    Veteran
    To Defeat:
    Combat 10+##
    OR Intelligence
    Arcane 7+#
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.
    Ravine Card 5:
    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.
    Ravine Card 6:
    Mantle of Faith
    CotCT
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Divine
    Fortitude 15
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On a local check against a story bane, you may freely discard to add your Divine modifier.
    Ravine Card 7:
    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.
    Ravine Card 8:
    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.
    Ravine Card 9:
    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.
    Ravine Card 10:
    Meteor Swarm
    CotCT
    Spell 6
    Traits:
    Arcane
    Attack
    Bludgeoning
    Magic
    To Acquire:
    Intelligence
    Arcane 15
    For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 17 check to recharge it instead.


    Location #5: Cliff
    Wild
    At This Location: On your check, if any die shows a 1 or 2, count it as 0.
    When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
    When Permanently Closed: No effect.
    M: 4 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None
    Cliff Card 1:
    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.
    Cliff Card 2:
    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.
    Cliff Card 3:
    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.
    Cliff Card 4:
    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.
    Cliff Card 5:
    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.
    Cliff Card 6:
    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.
    Cliff Card 7:
    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.
    Cliff Card 8:
    Toad Demon
    CotCT
    Monster 6
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 28
    Immune to Electricity and Poison. Resistant to Acid, Cold, and Fire.
    Before acting, if you are at an Aquatic location, each local character suffers 1d4 Force damage.
    After acting, if the check to defeat had the Melee trait, succeed at a Constitution or Fortitude 10 check or suffer the scourge Exhausted.
    Cliff 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.
    Cliff Card 10:
    Infernal Warhounds
    CotCT
    Monster 6
    Traits:
    Outsider
    To Defeat:
    Combat 21
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.
    After the encounter, a random local character summons and encounters this monster.

    Location #6: Mountain
    Wild
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
    When Closing: Bury an armor or the top card of your deck.
    When Permanently Closed: No effect.
    M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Mountain Card 1:
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.
    Mountain Card 2:
    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.
    Mountain Card 3:
    Palace Patrols
    CotCT
    Barrier 6
    Traits:
    Skirmish
    To Defeat:
    None 0
    Roll 1d6. Each local character summons and encounters the corresponding story bane:
    1-2. Grey Maiden Guard 3-4. Red Mantis Assassin 5-6. Ileosa's Fury This barrier is defeated only if you defeat your encounter.
    Mountain Card 4:
    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.
    Mountain Card 5:
    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.
    Mountain Card 6:
    Red Mantis Initiate
    CotCT
    Monster 2
    Traits:
    Human
    Ranger
    Veteran
    To Defeat:
    Combat 10+##
    OR Wisdom 5+#
    Before acting, a random local character suffers 1d4 Ranged Combat damage.
    If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
    Mountain Card 7:
    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.
    Mountain Card 8:
    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.
    Mountain Card 9:
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Mountain Card 10:
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.


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

    Start at the Dunes

    "

    Ramexes wrote:

    Hand: Ukwar Axe, Dragonbane Greatsword, Staff of Minor Healing, Regill (Hellknight of the Nail), Blessing of the Gods,

    Displayed:
    Deck: 16 Discard: 1 Buried: 0
    Current Location: Dunes
    Hero Points: 0
    NOTES:
    Available Support:

  • Other: Paizo reroll used for scenario 6-6A?: N
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Gorum's Iron, Giantbane Greataxe, Wand of Restorative Touch, The Healing Light, Divine Fortune, Clib (Clockwork Librarian), Steal Soul, Divine Insight, Abadar's Law, Major Cure, Flamer (Druid of the Flame), Thundering Earthbreaker, Angelic Armor, Lyrune-Qua Truthspeaker, Darb Tuttle, Our Lord In Iron
    Recharged:
    Discard Pile: The Dance,
    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.
    ☑ On your check to acquire a weapon or armor add 1 die
    ☑ 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)

    "


    Deck Handler

    Ranzak now has two loot swaps - Angelic Armor and Kazavon's Shield
    The latter is just in time for Ablaze to be acid damage, natch

    Dunes sounds good
    Certainly not liking the pair of Wis-Survival locations, heh

    Ranzak wrote:

    Hand: Venomous Dagger, Splashbolt Crossbow, Corrosion, Kazavon's Shield, Thieves' Tools (Core), Cerulean Mastermind, Forensic Physician,

    Displayed: Angelic Armor,
    Deck: 13 Discard: 1 Buried: 0
    Hero Points: 2
    Used Accessory re-roll: N
    NOTES:
    Available Support: Dagger, Crossbow, Corrosion, and Mastermind 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): Blessing of the Savored Sting, Master of Masters, Venomous Heavy Crossbow +2, Blessing of Wadjet, Robe of Items, Embalming Fluid, Bloodroot Poison, Boots of Alacrity, Gem of Physical Prowess (Core), Blessing of the Quartermaster, Limning Starknife, Ring of Regeneration, Blessing of Yaezhing
    Recharged:
    Discard Pile: The Forge,
    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)

    Rivani - 6-6A: Storm of Ravenous Shadows

    Starting Location Dunes
    Loot
    Will put Fly into box and put Steal Soul into my deck

    Starting Hand - Favored Card Spell
    display False Life

    Rivani (Phrenic Master) wrote:

    Hand: The First, Steal Soul, Life Drain, Fortune-teller, Death's Touch, The Lady of Mysteries, The Peacock,

    Displayed: False Life,
    Deck: 13 Discard: 0 Buried: 0
    Hero Points: 3
    reroll last used: 6-5D / Hero Point: 6-5A
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move order preference: Dunes, Bridge, Swamp, Ravine, Cliff, Mountain
    Other: Upgrade List: Spell 6 (Dominate)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Headband of Mental Superiority, Infernal Healing, Vindicator, Clairvoyance, The Foreign Trader, Fate-reader Lenses, Vampiric Touch, Blessing of the Sages, Bound Imp, Disintegrate, Leech, Dust of Revealing, Chain Lightning
    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.


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

    Out of Turn Updates: Assuming Adowyn is at Dunes for my turn
    Turn Order: Rivani/Zalarian, Ramexes/Gimry, Ranzak/Iceman91, Adowyn/skizzerz
    if random character, using Self as #1

    Turn - Hour: 1 - Abadar's Law
    Hour Rules: On your check to close or to guard, add 1d4.

    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 Dunes
    examine top card of location deck:
    Dunes Card 1: Ukwar Axe

    Location Powers: When you encounter a bane and do not defeat it, discard the top blessing of the hourglass.

    I am going to assume weapon 6 is a desired upgrade so will end my turn. Ranzak does have Mastermind in hand but figured it will be best for Ramexes to try and acquire (and use)

    Rivani Ends her turn
    Ablazing Acid Damage: 1d4 - 2 + 1 ⇒ (1) - 2 + 1 = 0

    Reminder of Scenario changes:

    Harrow Suit: Shields

    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: Add the Perils wildcard Ablaze. All Ablaze damage is Acid damage.

    After drawing starting hands, a character may search the Base and vault for the supporter Aviva Racovick, then draw and play her.

    Aviva Racovick:
    During This Scenario: When you examine a location, you may examine only the top card.

    When you would guard your location, you may bury the top 1d4 cards of your deck; if you do not, or if you die while doing so, your location is unguarded.

    On your non-Melee combat check, reroll 1 of the dice showing the highest result.

    Wildcards
    Ablaze:At the end of your turn, suffer 1d4-2 Acid damage.Scenario Setup
    Confusing: After you reset, shuffle a random card into your deck. You can only see a few feet in front of you.
    Deadly: When you suffer damage, it is increased by 1.The acidic rain bears down harder on you.

    Rivani attempts to recover all cards in her Recovery pile.

    Rivani resets her hand shuffling The Lady of Mysteries into deck due to confusion.

    "

    Rivani (Phrenic Master) wrote:

    Hand: The First, Steal Soul, Life Drain, Fortune-teller, Death's Touch, Headband of Mental Superiority, The Peacock,

    Displayed: False Life,
    Deck: 13 Discard: 0 Buried: 0
    Hero Points: 3
    reroll last used: 6-5D / Hero Point: 6-5A
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move order preference: Dunes, Bridge, Swamp, Ravine, Cliff, Mountain
    Other: Upgrade List: Spell 6 (Dominate)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Vindicator, Disintegrate, Fate-reader Lenses, Vampiric Touch, Chain Lightning, Infernal Healing, Dust of Revealing, The Lady of Mysteries, The Foreign Trader, Leech, Bound Imp, Blessing of the Sages, Clairvoyance
    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.

    "

    [u]Summary[/u]
    Current Location: Dunes
    Acquired: None
    Banished: None
    Examined: Dunes Card 1: Ukwar Axe
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None


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

    need to amend turn/hand...the Ukwar axe is loot already in use..drawing from acg site it should be the following:

    Guardian Bow:

    CotCT Weapon 6
    Traits: 2-Handed Bow Magic Piercing Ranged
    To Acquire: Dexterity Ranged 15
    For your combat check, reveal to use Dexterity or Ranged + 1d8+3. If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge. After playing this weapon, you may not play an Offhand boon this encounter.

    Recharge Life Drain to use Knowledge and recharge the Peacock to bless
    INT Knowledge Ranged Check DC 15: 1d12 + 6 + 1d12 ⇒ (8) + 6 + (7) = 21 Success

    Acid Damage: 1d4 - 2 + 1 ⇒ (3) - 2 + 1 = 2 recharge fortune teller and Guardian Bow for the damage using power

    Headband of Mental Superiority is shuffled into deck due to confusing

    "

    Rivani (Phrenic Master) wrote:

    Hand: The First, Steal Soul, Fate-reader Lenses, Death's Touch, The Lady of Mysteries, Bound Imp, Vindicator,

    Displayed: False Life,
    Deck: 14 Discard: 0 Buried: 0
    Hero Points: 3
    reroll last used: 6-5D / Hero Point: 6-5A
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move order preference: Dunes, Bridge, Swamp, Ravine, Cliff, Mountain
    Other: Upgrade List: Spell 6 (Dominate)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fortune-teller, Headband of Mental Superiority, Life Drain, Leech, The Peacock, Vampiric Touch, Disintegrate, Guardian Bow, Blessing of the Sages, Clairvoyance, Chain Lightning, Infernal Healing, The Foreign Trader, 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 // Tier 6.2 // 0 Hero Points // Looking for Item 6 > Armor 5 > Ally 6 > Armor 6

    Start at Dunes with everyone else. Display Leryn ASAP

    Adowyn wrote:

    Hand: Blessing of Wind and Waves, Nirmathas Longbow, Cure, Hatchetbird, Marksman's Bow, Efficient Quiver,

    Displayed: Leryn (Cohort),
    Deck: 15 Discard: 0 Buried: 0
    Current Location: Dunes
    Hero Points: 0
    6-6A Playmat: available
    6-6A Reroll: available
    NOTES:
    Available Support: Use anything marked feel free to use without asking.
    Feel free to use:
    - Blessing of Wind and Waves: On any check, discard to bless.
    - Blessing of Wind and Waves: Display next to a location; on checks to close or to guard that location, bless twice.
    - Cure: Heal 1d4+1 cards.
    Ask in Discord before using:
    - N/A
    Movement: N/A

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Major Cure, Thorn Bow, Balmberry, Leryn (Ally), Headband of the Wolf, Archer's Bracers, Blessing of Gozreh, Fox, Blessing of the Ancients, Stag, Aspect of the Wolf, Blessing of Old Deadeye, Snow Leopard, Mammoth Hide Armor, Blessing of Erastil
    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)

    ========================
    Ramexes starts his turn.
    Hour: Achaekek's Claws
    Hour Power:Before acting against a story bane monster, draw 1 card then discard 1 card.
    Location: Dunes
    Location Power:When you encounter a bane and do not defeat it, discard the top blessing of the hourglass.
    During This Adventure:
    Scenario Powers:

  • Before you attempt to close or guard a location, discard the top card of your deck.
  • Wildcards
  • Ablaze:At the end of your turn, suffer 1d4-2 Acid damage.Scenario Setup
  • Confusing:After you reset, shuffle a random card into your deck. You can only see a few feet in front of you.
  • Deadly: When you suffer damage, it is increased by 1. The acidic rain bears down harder on you.

    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.

    BYA - Hour Power makes me draw Clib, then discard them

    Melee 23: 1d8 + 5 + 1d8 + 1 + 1d8 + 1d8 + 1 + 1d8 ⇒ (6) + 5 + (8) + 1 + (7) + (7) + 1 + (7) = 42

    Roll Details:

    Melee - 1d8+5
    Ukwar Axe - 1d8+1
    Ukwar Axe (Undead) - 1d8
    Touch of Flame - 1d8+1
    Blessed - 1d8

    Use my Gods to Bless
    Check is Blessed and has magic
    AYA - Suffer Drained

    Scenario Power before Close, discard Angelic Armor from the top of my deck - Boo

    Top of Hourglass is Sands of the Hour

    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.

    Even with Drained, this is an Auto. Divine is +5

    Move to Base and explore
    Grab Boors, and use Base power to remove Drained

    Acid Damage: 1d4 - 2 + 1 ⇒ (3) - 2 + 1 = 2
    Discard Sands of the Hour and Regill
    Confusing: 1d5 ⇒ 5
    Recharge Healing Light

    Start of Ranzaks turn use Staff to heal
    Ramexes is healed for 1: (The Dance). Deck shuffled.

    "

    Ramexes wrote:

    Hand: Ukwar Axe, Dragonbane Greatsword, Flamer (Druid of the Flame),

    Displayed: Boors,
    Deck: 16 Discard: 4 Buried: 0
    Current Location: Base
    Hero Points: 0
    NOTES:
    Other: Paizo reroll used for scenario 6-6A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Wand of Restorative Touch, Staff of Minor Healing, The Dance, Our Lord In Iron, Divine Fortune, Angelic Armor, Gorum's Iron, Darb Tuttle, Major Cure, The Healing Light, Giantbane Greataxe, Thundering Earthbreaker, Lyrune-Qua Truthspeaker, Steal Soul, Divine Insight, Abadar's Law
    Recharged:
    Discard Pile: Blessing of the Gods, Clib (Clockwork Librarian), Sands of the Hour, Regill (Hellknight of the Nail),
    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.
    ☑ On your check to acquire a weapon or armor add 1 die
    ☑ 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)

    "

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