[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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Deck Handler

Off-turn: move with Rivani when Dunes closes

Ranzak's turn
Hour of The Courtesan
When you would encounter a non-story bane barrier, banish it instead, then summon and encounter a Task barrier.

Give Corrosion to Rivani.

Move to Bridge.
Non-story banes cannot be evaded.

Free explore of Bridge #1: Blackjack's Daggers
Stealth 11: 1d10 + 4 + 1d4 + 3 ⇒ (6) + 4 + (3) + 3 = 16 Success

Ranzak!: 1d6 ⇒ 6

Bonus explore of Bridge #2: Scrying
Recharge Cerulean Mastermind and bury Venomous Dagger to add Stealth
Divine 13: 1d4 + 1d10 + 4 + 1d4 + 3 ⇒ (3) + (1) + 4 + (4) + 3 = 15 Success

Ranzak!: 1d6 ⇒ 3

Bonus explore of Bridge #3: Mad Prophet Friendly Game of Sredna

Spoiler:
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.

Fort 12: 1d12 + 3 ⇒ (5) + 3 = 8 Failure - still banished, since it was summoned

Discard Forensic Physician to heal The Forge and explore Bridge #4: Lyrune-quah Moon Maiden
ask Rivani to recharge The Peacock
Cha 11: 1d6 + 1 + 1d4 + 3 + 1d6 ⇒ (5) + 1 + (1) + 3 + (3) = 13 Success

Ranzak!: 1d6 ⇒ 5

Bonus explore of Bridge #5: Gorum's Iron
Divine 4+6=10: 1d4 + 1d4 + 3 ⇒ (4) + (4) + 3 = 11 Surprising success!

Ranzak!: 1d6 ⇒ 2

Discard Lyrune-quah Moon Maiden to explore Bridge #6: Zombie
Reveal Blackjack's Daggers, recharge Gorum's Iron, trigger Moon Maiden
Combat 9+6+6=21: 1d10 + 4 + 1d4 + 2 + 1d10 + 3 ⇒ (4) + 4 + (1) + 2 + (8) + 3 = 22 Success - is melee so no reroll

Out of gas - end turn
Ablaze: 1d4 - 2 + 1 ⇒ (4) - 2 + 1 = 3 Reveal Kazavon's Shield to absorb 2, discard Scrying for the remaining
Reset hand
Shuffle Embalming Fluid into deck.

Ranzak wrote:

Hand: Blackjack's Daggers, Splashbolt Crossbow, Venomous Heavy Crossbow +2, Kazavon's Shield, Thieves' Tools (Core), Gem of Physical Prowess (Core), Blessing of the Savored Sting,

Displayed: Angelic Armor,
Deck: 13 Discard: 3 Buried: 1
Hero Points: 2
Used Accessory re-roll: N
NOTES:
Available Support: Dagger, Crossbows (Splashbolt can add elemental traits), Shield (d6 against Dragons and Incorporeal banes), and Blessing are available.
Other: Will attempt to acquire any boon others fail to acquire (if it's straightforward, feel free to bot).

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Master of Masters, Blessing of Wadjet, Limning Starknife, Embalming Fluid, Robe of Items, Blessing of the Quartermaster, Bloodroot Poison, Boots of Alacrity, Gorum's Iron, Blessing of Yaezhing, The Forge, Cerulean Mastermind, Ring of Regeneration
Recharged:
Discard Pile: Forensic Physician, Lyrune-quah Moon Maiden, Scrying,
Buried Pile: Venomous Dagger,

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

Move to Swamp when Dunes closes. Hour of The Vision. Start of turn examine top of Swamp: Henchman Proxy A2 (Wraith) -- not Magic so not encountered. Use playmat power to discard Efficient Quiver and draw Thorn Bow. Explore.

Swamp 1: Wraith. Reveal Marksman's Bow. Recharge Hatchetbird to add 1d6. Character power adds 1d6. Combat 13+6+6=25: 1d10 + 1d6 + 12 + 1d6 + 1d6 ⇒ (10) + (2) + 12 + (6) + (1) = 31 Reroll the 10 (scenario power). Combat 25: 1d10 + 21 ⇒ (4) + 21 = 25 Phew. For defeating a monster, examine top card of my deck: Major Cure. Not an Animal so it stays on top. Attempt to close.

Display Blessing of Wind and Waves. Character power adds 1d6. Recharge Nirmathas Longbow to add 1d6. Survival 6+6=12: 3d8 + 5 + 1d6 + 1d6 ⇒ (6, 1, 7) + 5 + (4) + (3) = 26 Very success. Swamp is closed. Blessing of Wind and Waves is recharged, and Efficient Quiver is recharged from my discards.

Move to Base and immediately explore it once, choosing Pathfinder Bodyguard. Then use Base power to recharge my hand. Use the reward power to then move to Cliffs. Display Pathfinder Bodyguard then end turn. Hand is empty so Ablaze does nothing. Confusing shuffles Major Cure into my deck.

Adowyn wrote:

Hand: Aspect of the Wolf, Fox, Balmberry, Mammoth Hide Armor, Headband of the Wolf,

Displayed: Leryn (Cohort), Pathfinder Bodyguard,
Deck: 16 Discard: 0 Buried: 0
Current Location: Cliff
Hero Points: 1
6-6A Playmat: used
6-6A Reroll: available
NOTES:
Available Support: Use anything marked feel free to use without asking.
Feel free to use:
- Fox: On an Intelligence or Wisdom check, recharge to add 1d4.
Ask in Discord before using:
- N/A
Movement: Move to Ravine next

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Hatchetbird, Snow Leopard, Archer's Bracers, Blessing of Erastil, Blessing of the Ancients, Thorn Bow, Blessing of Gozreh, Nirmathas Longbow, Leryn (Ally), Blessing of Wind and Waves, Cure, Efficient Quiver, Stag, Blessing of Old Deadeye, Marksman's Bow, Major Cure
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.


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: 5, Rivani/Zalarian

Random Cards:

Monsters
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:
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.

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

Spoiler:
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.

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.

Barriers
Spoiler:
Soultrapping Gem
CotCT
Barrier 6
Traits:
Magic
Trap
To Defeat:
None 0
Display this barrier. While displayed:
* You may not move or explore.
* At the start of a local character's turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier.
* When your location is closed, banish this barrier.

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

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

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

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

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

Spoiler:
Ashbringer
CotCT
Weapon 6
Traits:
2-Handed
Loot
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 18
For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.

Spoiler:
Shocking Sawtooth Saber
CotCT
Weapon 6
Traits:
Electricity
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 16
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8.
If proficient, you may additionally discard to add another 1d8+6.

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:
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:
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:
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.


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:
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:
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.

Armors
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.

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:
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:
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:
Hellknight Plate
CotCT
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 2.
* 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.
* On your combat or Diplomacy check, you may discard to add 1d10.

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

Spoiler:
The Lost Harrows
CotCT
Item 6
Traits:
Gambling
Harrow
Magic
Tool
To Acquire:
Intelligence
Knowledge 12
Display and choose any skill. While displayed:
* Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
* When you fail a check using that skill, bury this card.

Spoiler:
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.

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

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

Spoiler:
Venster Arabasti
CotCT
Ally 6
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 14
OR Banish A Harrow Card 0
Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
If the hour is a Harrow blessing, discard to draw it.

Spoiler:
Nightspear
CotCT
Ally 4
Traits:
Agathion
Outsider
Healing
To Acquire:
WisdomSurvival 11
OR Divine 9
At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.

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

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


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

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

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

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

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

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

Hour Power: On your Strength or Constitution check, you may recharge a card to reroll.

Current Hour:

The Mountain Man:
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.

Hours Remaining: 24

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Ramexes/Gimry:
Spoiler:
Hourglass Card 1 Ramexes/Gimry
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 2 Ranzak/Iceman91:
Spoiler:
Hourglass Card 2 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 3 Adowyn/skizzerz:
Spoiler:
Hourglass Card 3 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 4 Rivani/Zalarian:
Spoiler:
Hourglass Card 4 Rivani/Zalarian
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 5 Ramexes/Gimry:
Spoiler:
Hourglass Card 5 Ramexes/Gimry
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
Veteran
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
Wisdom
Divine
Perception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Hourglass Card 6 Ranzak/Iceman91:
Spoiler:
Hourglass Card 6 Ranzak/Iceman91
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hourglass Card 7 Adowyn/skizzerz:
Spoiler:
Hourglass Card 7 Adowyn/skizzerz
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Hourglass Card 8 Rivani/Zalarian:
Spoiler:
Hourglass Card 8 Rivani/Zalarian
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 9 Ramexes/Gimry:
Spoiler:
Hourglass Card 9 Ramexes/Gimry
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Hourglass Card 10 Ranzak/Iceman91:
Spoiler:
Hourglass Card 10 Ranzak/Iceman91
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 11 Adowyn/skizzerz:
Spoiler:
Hourglass Card 11 Adowyn/skizzerz
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 12 Rivani/Zalarian:
Spoiler:
Hourglass Card 12 Rivani/Zalarian
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 13 Ramexes/Gimry:
Spoiler:
Hourglass Card 13 Ramexes/Gimry
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 14 Ranzak/Iceman91:
Spoiler:
Hourglass Card 14 Ranzak/Iceman91
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 15 Adowyn/skizzerz:
Spoiler:
Hourglass Card 15 Adowyn/skizzerz
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 16 Rivani/Zalarian:
Spoiler:
Hourglass Card 16 Rivani/Zalarian
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 17 Ramexes/Gimry:
Spoiler:
Hourglass Card 17 Ramexes/Gimry
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 18 Ranzak/Iceman91:
Spoiler:
Hourglass Card 18 Ranzak/Iceman91
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 19 Adowyn/skizzerz:
Spoiler:
Hourglass Card 19 Adowyn/skizzerz
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
Veteran
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Hourglass Card 20 Rivani/Zalarian:
Spoiler:
Hourglass Card 20 Rivani/Zalarian
The Survivor
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Hourglass Card 21 Ramexes/Gimry:
Spoiler:
Hourglass Card 21 Ramexes/Gimry
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 22 Ranzak/Iceman91:
Spoiler:
Hourglass Card 22 Ranzak/Iceman91
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
Veteran
When this is the hour: On your check to close or to guard, add 1d4.
To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Hourglass Card 23 Adowyn/skizzerz:
Spoiler:
Hourglass Card 23 Adowyn/skizzerz
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 24 Rivani/Zalarian:
Spoiler:
Hourglass Card 24 Rivani/Zalarian
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.

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: Rivani/Zalarian, Ramexes/Gimry, 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.
Base Card 3 (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 4 (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.

Location #1: Bridge
Urban
At This Location: Non-story banes cannot be evaded.
When Closing: Bury an ally.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ranzak/Iceman91, None
Bridge Card 1:
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Bridge Card 2:
Brain Mold
CotCT
Barrier 4
Traits:
Obstacle
Plant
To Defeat:
Intelligence
Knowledge 10
OR Wisdom
Survival 7
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
Bridge Card 3:
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 4:
Exploding Runes
Core
Barrier 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.

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.


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

Out of Turn Updates: display steal soul from Ramexes turn. Moved to Bridge. Ranzak used blessing..I did not have Peacock so recharged The First instead

Turn Order: Rivani/Zalarian, Ramexes/Gimry, Ranzak/Iceman91, Adowyn/skizzerz
if random character, using Self as #1

Turn - Hour: 5 - The Mountain Man
Hour Rules: On your Strength or Constitution check, you may recharge a card to reroll.

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 Bridge
examine only top card of location deck:
Bridge Card 1: Henchman Proxy A4

Location Powers: Non-story banes cannot be evaded.

Will bury Aviva to draw 2 arcane spells (Icy Prison, Sadomasochism) and draw 1 to hand (Sadomasochism)

Wraith:

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

Will use Death's Touch along with Steal soul and recharge The Lady of Mysteries to bless
Arcane INT Check DC 13+12=25: 1d12 + 6 + 3d6 + 3 + 1d4 + 1d12 ⇒ (7) + 6 + (6, 3, 1) + 3 + (4) + (5) = 35 Success; bury bound imp to close

Will then move to Base to draw a card (Leech) and get supporter (Jayna Lemore) and display

Rivani Ends her turn
Ablazing Acid Damage: 1d4 - 2 + 1 ⇒ (2) - 2 + 1 = 1 Recharge Sadomasochism using power

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.
Death's Touch: Arcane 13: 1d12 + 6 + 1d4 ⇒ (6) + 6 + (3) = 15 -> Death's Touch recharged.

Rivani resets her hand shuffling Dust of Revealing due to confusion.

"

Rivani (Phrenic Master) wrote:

Hand: Vindicator, Fate-reader Lenses, Leech, Life Drain, Infernal Healing, Chain Lightning, Headband of Mental Superiority,

Displayed: False Life, Steal Soul, Jayna Lemore,
Deck: 13 Discard: 0 Buried: 1
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): Disintegrate, The First, Blessing of the Sages, The Peacock, Fortune-teller, Death's Touch, Clairvoyance, Sadomasochism, Dust of Revealing, The Foreign Trader, Vampiric Touch, Guardian Bow, The Lady of Mysteries
Recharged:
Discard Pile:
Buried Pile: 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: Base
Acquired: Sadomasochism from random
Support Jayna Lemore

Banished: All cards at Bridge
Examined: None
Random Card(s) Used: Spells 1-2
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): Ranzak needs to go to a different location


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 Trumpet
Hour Power:Ignore cards' before acting powers.
Location: Base
Location Power:For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.

During This Adventure:
Scenario Powers:

  • 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.

    As Ranzak pointed out, I didn't need to discard before closing, so returned Armor to my deck

    Move to Ravine

    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.

    Oh, this might be really really bad.....

    Pausing for discussion


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

    Per discord, Ranzak moved to Ravine

    Extra Immune: 1d4 ⇒ 3 -> Electricity

    Blessing of Savored Sting: 1d4 + 1d6 + 1d8 + 1d10 ⇒ (3) + (2) + (5) + (7) = 17
    Taking the d10

    Melee 30(12+12+6): 1d8 + 5 + 1d8 + 1 + 1d8 + 1d8 + 1d4 + 1 + 7 ⇒ (5) + 5 + (3) + 1 + (4) + (3) + (3) + 1 + 7 = 32

    Roll Details:

    Melee - 1d8+5
    Ukwar Axe - 1d8+1
    Discard - 1d8
    Ukwar Axe (Undead) - 1d8
    Blackjack's Daggers - 1d4+1
    Blessing of Savored Sting - 7

    Ask Ranzak for all the helps
    Use Ranzaks Savored Sting
    Use Ranzaks Blackjacks daggers

    Ukwar Axe gets reloaded instead of discarded, so I don't think that will trigger my discard power

    Villain defeated. Ravine closed. Head to base
    Grab Ketrik and recharge hand, but stay at the base
    Ranzak needs a new location

    Use Ketrik to grab an armor
    Grab Greater Bolstering Armor(Armor 6).

    Ablaze: 1d4 - 2 ⇒ (1) - 2 = -1

    Confusing: 1d5 ⇒ 4 - Recharge the Dance
    "

    Ramexes wrote:

    Hand: Ukwar Axe, Giantbane Greataxe, Major Cure, Gorum's Iron,

    Displayed: Boors, Greater Bolstering Armor,
    Deck: 16 Discard: 3 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): Our Lord In Iron, Steal Soul, Divine Fortune, Abadar's Law, The Healing Light, Wand of Restorative Touch, Lyrune-Qua Truthspeaker, Darb Tuttle, Angelic Armor, Staff of Minor Healing, Divine Insight, Thundering Earthbreaker
    Recharged: Sands of the Hour, Dragonbane Greatsword, Flamer (Druid of the Flame), The Dance,
    Discard Pile: Blessing of the Gods, Clib (Clockwork Librarian), 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)

    "

    End of Turn Summary
    Close the Ravine
    Used Ranzaks Blackjacks Daggers
    Used Ranzaks Savored Sting


    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: 7, Ranzak/Iceman91

    Random Cards:

    Monsters
    Spoiler:
    Troll
    Core
    Monster 2
    Traits:
    Troll
    Veteran
    To Defeat:
    Combat 8+##
    THEN Combat 10+##
    Vulnerable to Fire.
    Before acting, each local character suffers 1 Combat damage.
    If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.

    Spoiler:
    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.


    Spoiler:
    Scarlet Walker
    CotCT
    Monster 6
    Traits:
    Outsider
    Sorcerer
    To Defeat:
    Combat 27
    OR Arcane
    Divine 14
    Immune to Acid, Cold, and Poison.
    Resistant to Attack.
    Before acting, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discards.

    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:
    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.

    Barriers
    Spoiler:
    Soultrapping Gem
    CotCT
    Barrier 6
    Traits:
    Magic
    Trap
    To Defeat:
    None 0
    Display this barrier. While displayed:
    * You may not move or explore.
    * At the start of a local character's turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier.
    * When your location is closed, banish this barrier.

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

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

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

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

    Spoiler:
    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:
    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:
    Commander's Falchion
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Charisma
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
    After playing this weapon, you may not play an Offhand boon this encounter.

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

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


    Spoiler:
    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:
    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:
    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:
    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:
    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.

    Spoiler:
    Hellknight Plate
    CotCT
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 13
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 2.
    * 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.
    * On your combat or Diplomacy check, you may discard to add 1d10.

    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:
    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.

    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.

    Items
    Spoiler:
    Staff of Greater Necromancy
    CotCT
    Item 6
    Traits:
    Arcane
    Attack
    Divine
    Loot
    Magic
    Staff
    To Acquire:
    Arcane
    Divine 12
    For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
    If proficient, at the end of your turn, bury to heal 1d4+1 allies.

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

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

    Spoiler:
    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.

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 22

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 1 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 2 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 2 Rivani/Zalarian
    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 3 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 3 Ramexes/Gimry
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    Veteran
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    Wisdom
    Divine
    Perception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Hourglass Card 4 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 4 Ranzak/Iceman91
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 5 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 5 Adowyn/skizzerz
    The Foreign Trader
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.
    Hourglass Card 6 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 6 Rivani/Zalarian
    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 7 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 7 Ramexes/Gimry
    Gozreh's Growth
    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    Veteran
    When this is the hour: On your check against an Animal or Elemental card, add 1d4.
    To Acquire:
    Wisdom
    Divine
    Survival 4+#
    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
    Hourglass Card 8 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 8 Ranzak/Iceman91
    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 9 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 9 Adowyn/skizzerz
    The Worldbreaker
    Core
    Blessing 3
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: You may banish a random blessing from your discards to explore.
    To Acquire:
    Banish A Boon 0
    On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 10 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 10 Rivani/Zalarian
    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 11 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 11 Ramexes/Gimry
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 12 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 12 Ranzak/Iceman91
    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 13 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 13 Adowyn/skizzerz
    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 14 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 14 Rivani/Zalarian
    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 15 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 15 Ramexes/Gimry
    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 16 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 16 Ranzak/Iceman91
    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 17 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 17 Adowyn/skizzerz
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    Veteran
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Hourglass Card 18 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 18 Rivani/Zalarian
    The Survivor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless; if this would add 1d4, bless twice instead.
    Discard to explore.
    Hourglass Card 19 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 19 Ramexes/Gimry
    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 20 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 20 Ranzak/Iceman91
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    Veteran
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Hourglass Card 21 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 21 Adowyn/skizzerz
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 22 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 22 Rivani/Zalarian
    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, 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 #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 ?: 2
    Located/Displayed Here: Adowyn/skizzerz, None
    Cliff Card 1:
    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.
    Cliff Card 2:
    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.
    Cliff Card 3:
    Azer
    Core
    Monster 1
    Traits:
    Elemental
    Fire
    Outsider
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Fire. Vulnerable to Cold.
    After acting, suffer 1d4-1 Fire damage.
    Cliff Card 4:
    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 5:
    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 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:
    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 8:
    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 9:
    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 10:
    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 11:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #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 ?: 2
    Located/Displayed Here: None
    Mountain Card 1:
    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.
    Mountain Card 2:
    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 3:
    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.

    Mountain Card 4:
    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 5:
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.
    Mountain Card 6:
    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 7:
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Mountain Card 8:
    Cursed Statue
    CotCT
    Barrier 5
    Traits:
    Curse
    Trigger
    To Defeat:
    Wisdom
    Disable
    Perception 10
    When examined, suffer the scourges Dazed, Drained, and Entangled.
    If undefeated, suffer the scourges Dazed, Drained, and Entangled.
    Mountain Card 9:
    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 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.
    Mountain Card 11:
    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.


    Deck Handler

    Off-turn: discard Blessing, recharge Daggers, move to Base

    Ranzak's turn
    Hour of Norgorber's Shadow
    On your Stealth check or your check that invokes the Poison trait, add 1d4.

    Move to Cliff
    On your check, if any die shows a 1 or 2, count it as 0.

    Free explore of #1: Infernal Warhounds

    Spoiler:
    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.

    BA: Draw Angelic Armor to reduce by 1, discard Gem of Physical Prowess to the remaining 1.
    Adowyn also takes 2 fire damage

    CtD: Reveal and recharge Splashbolt Crossbow - adding Cold to trigger vulnerability, ask Ramexes to recharge Gorum's Iron
    Combat 21: 1d10 + 3 + 1d10 + 1d6 + 4 + 1d10 ⇒ (1) + 3 + (4) + (1) + 4 + (9) = 22 Failure due to cliff - forced reroll of the 9 anyway
    Combat 21: 0 + 3 + 4 + 0 + 4 + 1d10 ⇒ 0 + 3 + 4 + 0 + 4 + (6) = 17 Paizo reroll a 1
    Combat 21: 1d10 + 3 + 4 + 0 + 4 + 6 ⇒ (9) + 3 + 4 + 0 + 4 + 6 = 26 Success

    After the encounter, 1d2 ⇒ 1 Adowyn faces another one.
    It's BA: Reveal Kazavon's Shield to absorb 2 fire damage.

    Display Angelic Armor.

    End turn
    Ablaze: 1d4 - 2 + 1 ⇒ (1) - 2 + 1 = 0
    Draw up, then Confusing shuffles The Forge into deck.
    On Adowyn's turn, display Bloodroot Poison, discard Robe of Items to draw Embalming Fluid and Ring of Regeneration.

    Ranzak wrote:

    Hand: Venomous Heavy Crossbow +2, Kazavon's Shield, Ring of Regeneration, Thieves' Tools (Core), Embalming Fluid, Master of Masters, Blessing of the Quartermaster,

    Displayed: Angelic Armor, Bloodroot Poison,
    Deck: 9 Discard: 6 Buried: 1
    Hero Points: 2
    Used Accessory re-roll: Y
    NOTES:
    Available Support: Shield (d6 against Dragons and Incorporeal banes) 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): Blessing of Yaezhing, Gorum's Iron, Cerulean Mastermind, Boots of Alacrity, Blessing of Wadjet, Splashbolt Crossbow, Blackjack's Daggers, The Forge, Limning Starknife
    Recharged:
    Discard Pile: Forensic Physician, Lyrune-quah Moon Maiden, Scrying, Blessing of the Savored Sting, Gem of Physical Prowess (Core), Robe of Items,
    Buried Pile: Venomous Dagger,

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

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


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

    Off-turn: bury Mammoth Hide Armor to block Fire damage, then recharge Balmberry to evade the summoned Infernal Warhounds and examine the top card of Cliffs (Card 2: Incitation); put it underneath the 2nd card. Hour of Incitation. At start of turn examine top card of Cliffs (Card 3: Azer). Move to Mountain, then recharge Headband of the Wolf to examine its top card (The Empty Throne). Explore.

    Mountain 1: The Empty Throne. Character power adds 1d6. Divine 4+6=10: 1d8 + 5 + 1d6 ⇒ (4) + 5 + (2) = 11 Acquired. Reload Leryn to examine/rearrange the next 2 cards in Mountain (Palace Patrols, Graveknight). Put the villain on top, then end turn.

    Ablaze: 1d4 - 2 + 1 ⇒ (2) - 2 + 1 = 1 Discard Fox. Reset hand, then Confusing shuffles away Leryn (Ally, not Cohort, since my hand had both at the time). Re-display Leryn (Cohort) ASAP next turn.

    Adowyn wrote:

    Hand: The Empty Throne, Aspect of the Wolf, Blessing of Erastil, Marksman's Bow,

    Displayed: Leryn (Cohort), Pathfinder Bodyguard,
    Deck: 16 Discard: 1 Buried: 1
    Current Location: Mountain
    Hero Points: 1
    6-6A Playmat: used
    6-6A Reroll: available
    NOTES:
    Available Support: Use anything marked feel free to use without asking.
    Feel free to use:
    - The Empty Throne: On any check, discard to bless.
    Ask in Discord before using:
    - Blessing of Erastil: On any check, discard to bless (twice on a Dexterity combat check). Feel free to use if Adowyn isn't going to be encountering the villain.
    Movement: N/A

    Deck, Discard, Buried:

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

    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.

    Mountain 1 acquired.
    Cliff rearranged as follows: Card 3 (Azer) is on top, followed by Card 2 (Incitation)
    Mountain rearranged as follows: Card 3 (Graveknight) is on top, followed by Card 2 (Palace Patrols)


    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: 9 - Hourglass Card 2 Rivani/Zalarian The Rakshasa
    Hour Rules: On your Charisma check, you may use your Intelligence die instead of the normal die.

    SOT: Give Vindicator to Ramexes
    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: Base -> Cliffs - skip examine
    Location Powers: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.

    Explore: Mountain Card 3: Graveknight

    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.


    Ranzak takes 1d6+1 damage (he has angelic armor displayed and is proficient)
    Element Type: 1d4 ⇒ 3 Graveknight's sword is electrical
    Will bury Jayna Lamore to ignore before acting (summon and danger)..Adowyn discards the empty throne to ignore the 1d4 damage.
    Will use Life Drain with headband and steal soul, Ramexes reloads vindicator to add 1d8. Adowyn blesses with Erastil.

    Arcane INT Check DC 12+12=24: 1d12 + 6 + 4d4 + 1d12 + 1d8 ⇒ (4) + 6 + (1, 1, 2, 2) + (1) + (6) = 23 not quite?
    Arcane INT Check DC 12+12=24 PAIZO REROLL: 4 + 6 + 1 + 1 + 2 + 2 + 1d12 + 6 ⇒ 4 + 6 + 1 + 1 + 2 + 2 + (9) + 6 = 31 Success

    GraveKnight has been sent back to its grave!


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

    Random character (alphabetical): 1d4 ⇒ 4 Rivani, who is ignoring the BA, so no summon.


    Scenario 6-6A: Storm of Ravenous Shadows
    Development:
    As the graveknight shudders and falls and the wraiths dissipate, so too does the storm die down. Drizzles of acid still sizzle against your face, but you can see the terrain in front of you once more.

    Aviva Racovick insists upon taking the graveknight’s armor with you. “I can prepare a spell to destroy it tomorrow, but one of you will have to carry it. It’s too heavy for me.”

    With this new weight on your shoulders, you continue toward your destination. You have survived your first real challenge in Virlych, but it won’t be your last.

    Rewards:
    Scenario: Supporter: Aviva Racovick
    Loot: the armor Hellknight Plate

    Hellknight Plate:

    Armor
    Traits: Heavy Armor Magic
    To Acquire: Constitution Diplomacy Fortitude 13
    Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 2. * 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. * On your combat or Diplomacy check, you may discard to add 1d10.

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

    Upgrades:
    Lyrune-quah Moon Maiden (Ally 5)
    Greater Bolstering Armor (Armor 6)
    The Dance (Blessing 1)
    The Empty Throne (Blessing 1)
    Sands of the Hour (Blessing 0)
    Gorum's Iron (Blessing 1)
    The Forge (Blessing 1)
    Sadomasochism (Spell 6)
    Scrying (Spell 5)
    Blackjack's Daggers (Weapon 4)
    Guardian Bow (Weapon 6)

    Ally 5
    Armor 6
    Blessing 11110
    Item -
    Spell 65
    Weapon 64


    Scenario 6-6B: With Friends Like These

    As your guide, Aviva Racovick, leads you through the barren land, you question her about the hoard of the demilich Yln.

    “I’m not sure what’s in it,” she says. “When I left, the arcanists who accompanied me were still investigating the magical energies above the site.”

    This seems a little suspicious. After all, why would nebulous auras around a hoard be more interesting than the piles of treasure within? When you press Racovick on the subject, though, she refuses to speak about it further. Even more suspicious. Perhaps it’s paranoia after all of the treachery and misfortune you’ve encountered on your adventures, but you won’t be letting your guide out of sight.

    After a few more hours’ travel, Racovick says “We’re getting close. If we sneak around back here, we should be able to get to the entrance to the hoard without attracting any attention.”

    You consider questioning Racovick further, but decide that she’s unlikely to part with more information. As long as she gets you to Yln’s lair and Trazavai’s phylactery, you can handle a few unwelcome surprises.

    She leads you to what looks like an empty patch of dirt on the ground; closer inspection reveals a well-covered hatch. You brush away the grit and find the handle. Pulling on it reveals an opening to a set of stone stairs just wide enough to admit a single person. You’re about to head down when you hear a startled gasp from Racovick. Turning around, you see that a hooded man carrying a bright silver scythe has placed his hand on her shoulder.

    “Zenobia would like a word with you,” he says.

    Racovick swallows. “We should go talk to her,” she says. “It won’t take long. I’m sure it will be fine.” Maybe it’s the quaver in her voice, but you don’t quite believe her.

    You follow the hooded man to an encampment of individuals wearing matching robes. A woman —the centre of everyone’s attention — lowers her hood, revealing dark hair and unnaturally pale skin. “That’s Zenobia Zanthret, the leader of the expedition,” says Racovick. “She wasn’t undead the last time I saw her. I left because I realised they were using the energies here to raise undead, not fight them.”

    “You shouldn’t have come back, Aviva,” says Zanthret. “But since you have, I’ll give you a choice: kill your new companions and join us, or die alongside them.”

    Racovick casts a spell and, to your relief, aims it at Zanthret. Zenobia snarls, and the robed figures around her begin casting spells. You think you can see them baring pointed teeth under the shadows of their robes.

    Well, you think, Aviva’s led us into this mess. Let’s see if we can lead her out.


    Scenario 6-6B: With Friends Like These
    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 Wanderer Harrow Suit: Books

    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 Onslaughts wildcard Desperate.

    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: Before acting against a story bane, roll 1d6:

    1. Each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4+1 Fire damage.
    2. Each local character must succeed at a Constitution or Fortitude 10 check or suffer 1 Poison damage and the scourge Poisoned.
    3. Each local character must succeed at a Wisdom or Perception 10 check or suffer the scourge Dazed.
    4. Suffer 1d4 Force damage.
    5. Bury an ally or a blessing.
    6. Discard a random card from your hand or bury a random card from your discards.

    Wildcards
    Desperate:When you encounter a boon and do not acquire it, discard a card.Scenario Setup
    Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead. Zenobia has corrupted this encampment.
    Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6The Vampires are ready for a fight!

    Story Banes

    Danger: Vampire
    Villain: Zenobia Zenderholm (Zenobia Zanthret)
    Henchmen (Closing): Vampires-Proxy A

    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.

    Zenobia Zenderholm:

    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.


    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: Books

    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 Onslaughts wildcard Desperate.

    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: Before acting against a story bane, roll 1d6:

    1. Each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4+1 Fire damage.
    2. Each local character must succeed at a Constitution or Fortitude 10 check or suffer 1 Poison damage and the scourge Poisoned.
    3. Each local character must succeed at a Wisdom or Perception 10 check or suffer the scourge Dazed.
    4. Suffer 1d4 Force damage.
    5. Bury an ally or a blessing.
    6. Discard a random card from your hand or bury a random card from your discards.

    Wildcards
    Desperate:When you encounter a boon and do not acquire it, discard a card.Scenario Setup
    Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead. Zenobia has corrupted this encampment.
    Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6The Vampires are ready for a fight!

    Additional Rules: Story Banes

    Danger: Vampire
    Villain: Zenobia Zenderholm (Zenobia Zanthret)
    Henchmen (Closing): Vampires-Proxy A

    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.

    Zenobia Zenderholm:

    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.

    Zombie Minions:

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

    Scenario Level (#): 6

    Turn: 1, Ramexes/Gimry

    Random Cards:

    Monsters
    Spoiler:
    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.


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

    Spoiler:
    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.

    Spoiler:
    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.

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

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

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

    Spoiler:
    Soultrapping Gem
    CotCT
    Barrier 6
    Traits:
    Magic
    Trap
    To Defeat:
    None 0
    Display this barrier. While displayed:
    * You may not move or explore.
    * At the start of a local character's turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier.
    * When your location is closed, banish this barrier.

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

    Spoiler:
    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:
    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.

    Spoiler:
    Shocking Sawtooth Saber
    CotCT
    Weapon 6
    Traits:
    Electricity
    Finesse
    Magic
    Melee
    Red Mantis
    Slashing
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 16
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8.
    If proficient, you may additionally discard to add another 1d8+6.

    Spoiler:
    Commander's Falchion
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Charisma
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spells
    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:
    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:
    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:
    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:
    Corrosive Storm
    CotCT
    Spell 6
    Traits:
    Acid
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 13
    Freely display. While displayed:
    * On combat checks, add 2d6 and the Acid trait.
    * At the end of the turn, banish; each other character suffers 1 Acid damage.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 15 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:
    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:
    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:
    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:
    Staff of Greater Necromancy
    CotCT
    Item 6
    Traits:
    Arcane
    Attack
    Divine
    Loot
    Magic
    Staff
    To Acquire:
    Arcane
    Divine 12
    For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
    If proficient, at the end of your turn, bury to heal 1d4+1 allies.

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

    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:
    Bottled Lightning
    CotCT
    Item 4
    Traits:
    Alchemical
    Attack
    Electricity
    Liquid
    Ranged
    To Acquire:
    Intelligence
    Craft 12
    For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
    During a local encounter with a non-story bane monster, banish to ignore its before acting powers.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 14 check to recharge this card.


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

    Allies
    Spoiler:
    Formian Myrmidon
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Formian
    To Acquire:
    Intelligence
    Knowledge 15
    OR Charisma
    Diplomacy 14
    On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
    Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.

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

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

    Spoiler:
    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:
    Venster Arabasti
    CotCT
    Ally 6
    Traits:
    Ghost
    Undead
    To Acquire:
    Charisma
    Diplomacy 14
    OR Banish A Harrow Card 0
    Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
    If the hour is a Harrow blessing, discard to draw it.

    Blessings
    Spoiler:
    The Midwife
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a monster.
    To Acquire:
    Wisdom
    Divine 4+#
    When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.

    Spoiler:
    The Sickness
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you suffer damage, suffer the scourge Plagued.
    To Acquire:
    Constitution
    Fortitude 4+#
    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.

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

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

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

    Hour Power: No effect.

    Current Hour:

    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.

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 1 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 2 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 2 Adowyn/skizzerz
    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 3 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 3 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 4 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 4 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 5 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 5 Ranzak/Iceman91
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.
    Hourglass Card 6 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 6 Adowyn/skizzerz
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    Veteran
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 7 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 7 Rivani/Zalarian
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    Veteran
    When this is the hour: You may avenge by discarding a card.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 8 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 8 Ramexes/Gimry
    The 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 9 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 9 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 10 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 10 Adowyn/skizzerz
    The Eternal Rose
    Core
    Blessing 3
    Traits:
    Deity: Shelyn
    Divine
    When this is the hour: When you encounter a monster, you may evade it.
    To Acquire:
    Charisma
    Divine 8
    On a Dexterity or Charisma check, freely discard to bless.
    On any check, discard to bless.
    Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
    Hourglass Card 11 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 11 Rivani/Zalarian
    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 12 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 12 Ramexes/Gimry
    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 13 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 13 Ranzak/Iceman91
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 14 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 14 Adowyn/skizzerz
    The Avalanche
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
    To Acquire:
    Dexterity
    Survival 4+#
    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
    Hourglass Card 15 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 15 Rivani/Zalarian
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 16 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 16 Ramexes/Gimry
    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 17 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 17 Ranzak/Iceman91
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played.
    To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Hourglass Card 18 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 18 Adowyn/skizzerz
    The Queen Mother
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Knowledge check is blessed.
    To Acquire:
    Wisdom
    Knowledge 4+#
    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
    Hourglass Card 19 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 19 Rivani/Zalarian
    Old Deadeye
    Core
    Blessing 3
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: On your check, if you are at a Wild location, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Survival 8
    On any check, discard to bless.
    On a Dexterity or Survival check, discard to bless twice.
    Discard to explore.
    Recharge to explore a Wild location.
    Hourglass Card 20 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 20 Ramexes/Gimry
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 21 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 21 Ranzak/Iceman91
    Our Lord In Iron
    Core
    Blessing 3
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 8
    On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
    Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
    Hourglass Card 22 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 22 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 23 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 23 Rivani/Zalarian
    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 24 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 24 Ramexes/Gimry
    The Bear
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your Strength check, add 2.
    To Acquire:
    Strength
    Acrobatics 4+#
    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.
    Hourglass Card 25 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 25 Ranzak/Iceman91
    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 26 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 26 Adowyn/skizzerz
    Blackfingers
    Core
    Blessing 3
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
    To Acquire:
    Craft
    Divine
    Stealth 8
    On any check, discard to bless.
    On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
    Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
    Hourglass Card 27 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 27 Rivani/Zalarian
    The Survivor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless; if this would add 1d4, bless twice instead.
    Discard to explore.
    Hourglass Card 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
    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.

    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:
    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 2:
    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 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:
    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 5:
    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 6:
    Pathfinder Chronicler
    None
    Supporter 0
    Traits:
    Human
    Bard
    Display. While displayed:
    • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
    • [] You may bury to examine the top 3 cards of any location.
    Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?

    Location #1: Campsite
    Wild
    At This Location: At the end of your turn, you may heal a card.
    When Closing: Choose 3 different types of boons, then recharge a boon of each type.
    When Permanently Closed: No effect.
    M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Campsite Card 1:
    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.
    Campsite Card 2:
    Silver War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 5
    Display. While displayed:
    * When you suffer Combat damage, reduce it by 1.
    * When you would discard cards as Combat damage, you may recharge them instead.
    * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Campsite Card 3:
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Campsite Card 4:
    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.
    Campsite Card 5:
    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.

    Campsite 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.
    Campsite Card 7:
    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.
    Campsite Card 8:
    Salvator Scream
    CotCT
    Ally 4
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 10
    OR Knowledge 9
    On a local Knowledge or Perception check, recharge to add 1d8.
    Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
    Campsite Card 9:
    Serithtial
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Finesse
    Loot
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 19
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d12+4; against a story bane, add another 2d6. If proficient, you may remove the 2-Handed trait.
    After playing this weapon, if it has the 2-Handed trait, you may not play an Offhand boon this encounter.
    When rebuilding, you may treat this weapon as an ally.
    Campsite Card 10:
    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.

    Location #2: Forest
    Wild
    At This Location: When you defeat a monster, you may discard a card to explore.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Forest Card 1:
    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.
    Forest Card 2:
    Wyvern
    CotCT
    Monster 4
    Traits:
    Dragon
    To Defeat:
    Combat 18
    OR Survival 12
    Damage suffered from this monster may not be reduced.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
    Forest Card 3:
    Orc Rager
    CotCT
    Monster 2
    Traits:
    Barbarian
    Orc
    Veteran
    To Defeat:
    Combat 10+##
    Before acting, suffer 1d4 Combat damage.
    Forest Card 4:
    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.

    Forest Card 5:
    Obsession of Battle
    CotCT
    Barrier 5
    Traits:
    Curse
    Task
    To Defeat:
    Intelligence
    Perception 13
    OR Wisdom 11
    If undefeated, display this barrier.
    While displayed:
    * When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results.
    * When a power would remove 1 of your scourges, you may instead banish this barrier.
    Forest Card 6:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Forest Card 7:
    Toff Ornelos
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 15
    OR Arcane 13
    On a local check that invokes the Magic trait, recharge to add 1d8.
    Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6.
    Forest Card 8:
    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.
    Forest Card 9:
    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.
    Forest Card 10:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    Veteran
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.

    Location #3: Graveyard
    Sacred
    Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M: 4 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Graveyard Card 1:
    Locked Door
    Core
    Barrier 1
    Traits:
    Lock
    Obstacle
    Veteran
    To Defeat:
    Strength
    Melee 10+#
    OR Disable 6+#
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.
    Graveyard Card 2:
    Troll
    Core
    Monster 2
    Traits:
    Troll
    Veteran
    To Defeat:
    Combat 8+##
    THEN Combat 10+##
    Vulnerable to Fire.
    Before acting, each local character suffers 1 Combat damage.
    If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
    Graveyard Card 3:
    Zenobia Zenderholm
    CotCT
    Story Bane 6
    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.
    Graveyard Card 4:
    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.
    Graveyard Card 5:
    Warlord Devil
    CotCT
    Monster 6
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 26
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
    If undefeated, suffer the scourge Wounded.
    Graveyard Card 6:
    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.
    Graveyard Card 7:
    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.
    Graveyard Card 8:
    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.
    Graveyard Card 9:
    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.
    Graveyard Card 10:
    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.

    Location #4: Trail
    Wild
    At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
    When Closing: Discard either a random card or a card matching your favored card.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Trail Card 1:
    Staff of Greater Healing
    CotCT
    Item 6
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 14
    At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them.
    Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters.
    Trail Card 2:
    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.
    Trail Card 3:
    Henchman Proxy A5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Trail Card 4:
    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.
    Trail Card 5:
    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.
    Trail Card 6:
    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.
    Trail Card 7:
    Sentinel Devil
    CotCT
    Monster 5
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 23
    Immune to Fire and Poison.
    If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded.
    Trail Card 8:
    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.
    Trail Card 9:
    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.
    Trail Card 10:
    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.

    Location #5: River
    Aquatic
    Wild
    At This Location: On your check, you may discard a card to reroll a die.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a boon to another character at any location.
    M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    River Card 1:
    Henchman Proxy A4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    River Card 2:
    Wand of Flame
    Core
    Item 2
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic
    Veteran
    Wand
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 11
    For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
    River Card 3:
    Catoblepas
    CotCT
    Monster 4
    Traits:
    Aberration
    Trigger
    To Defeat:
    Combat 20
    When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
    If undefeated, each local character suffers the scourge Poisoned.
    River Card 4:
    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.
    River Card 5:
    The Publican
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would discard an ally, recharge it instead.
    To Acquire:
    Wisdom
    Diplomacy 4+#
    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
    River 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.
    River Card 7:
    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.

    River Card 8:
    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.
    River Card 9:
    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.
    River Card 10:
    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.

    Location #6: 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: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Ruin Card 1:
    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.

    Ruin Card 2:
    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.
    Ruin Card 3:
    Crematory Blast
    CotCT
    Barrier 5
    Traits:
    Fire
    Trap
    To Defeat:
    Intelligence
    Perception 10
    OR Constitution
    Fortitude 12
    When you would encounter this barrier, another local character may encounter it instead.
    If undefeated, each local character suffers 1d6 Fire damage.
    Ruin Card 4:
    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.
    Ruin Card 5:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Ruin Card 6:
    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 7:
    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.
    Ruin Card 8:
    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.
    Ruin Card 9:
    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.
    Ruin Card 10:
    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.

    Location #7: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1:
    Hellknight Plate
    CotCT
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 13
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 2.
    * 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.
    * On your combat or Diplomacy check, you may discard to add 1d10.
    Cards Not In the Box Card 2:
    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.
    Cards Not In the Box Card 3:
    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.
    Cards Not In the Box Card 4:
    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.
    Cards Not In the Box Card 5:
    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.
    Cards Not In the Box Card 6:
    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.


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

    Start at Trail, although I will likely move away on my turn. Loot: Balmberry and Hellknight Plate. Display Leryn ASAP on turn 1 and use Efficient Quiver to grab Marksman's Bow.

    Adowyn wrote:

    Hand: Fox, Efficient Quiver, Blessing of Erastil, Snow Leopard, Stag, Blessing of Wind and Waves,

    Displayed: Leryn (Cohort),
    Deck: 15 Discard: 0 Buried: 0
    Current Location: Trail
    Hero Points: 1
    6-6B Playmat: available
    6-6B Reroll: available
    NOTES:
    Available Support: Use anything marked feel free to use without asking.
    Feel free to use:
    - Blessing of Erastil: On any check, bury to bless (twice on a Dexterity combat check).
    - Blessing of Wind and Waves: Display this card next to a location. While displayed, on checks to close or to guard, bless twice.
    - Fox: On an Intelligence or Wisdom check, recharge to add 1d4.
    - Snow Leopard: On a combat check, recharge to add 1d4.
    Ask in Discord before using:
    - Blessing of Wind and Waves: On any check, bury to bless.
    Movement: Move to an unoccupied location if my current one closes.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Thorn Bow, Hatchetbird, Blessing of Old Deadeye, Major Cure, Archer's Bracers, Blessing of the Ancients, Aspect of the Wolf, Leryn (Ally), Balmberry, Hellknight Plate, Cure, Headband of the Wolf, Blessing of Gozreh, Marksman's Bow, Nirmathas Longbow
    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 discards The Mountain Man

    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.

    Ranzak discards The Joke Harrow!
    The Joke:

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


    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 Graveyard
    "

    Ramexes wrote:

    Hand: Thundering Earthbreaker, Divine Fortune, Divine Insight, Steal Soul, The Healing Light,

    Displayed:
    Deck: 17 Discard: 1 Buried: 0
    Current Location: Graveyard
    Hero Points: 0
    NOTES:
    Other: Paizo reroll used for scenario 6-6B?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Clib (Clockwork Librarian), Our Lord In Iron, Giantbane Greataxe, Flamer (Druid of the Flame), Regill (Hellknight of the Nail), Abadar's Law, Dragonbane Greatsword, Darb Tuttle, Staff of Minor Healing, Angelic Armor, Ukwar Axe, Hellknight Plate, Gorum's Iron, Major Cure, Blessing of the Gods, Wand of Restorative Touch, Lyrune-Qua Truthspeaker
    Recharged:
    Discard Pile: The Mountain Man,
    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

    Start at Forest.

    Loot access:
    Steel Ibis Lamellar for Kazavon's Shield
    Sable Company Leathers for Angelic Armor

    Ranzak wrote:

    Hand: Venomous Dagger, Ring of Regeneration, Robe of Items, Gem of Physical Prowess (Core), Boots of Alacrity, Blessing of the Quartermaster, Blessing of Yaezhing,

    Displayed: Bloodroot Poison,
    Deck: 14 Discard: 1 Buried: 0
    Hero Points: 2
    Used Accessory re-roll: N
    NOTES:
    Available Support: Blessings are available. Can use Boots to join someone (at the end of the prior character's turn).
    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): Splashbolt Crossbow, Dancing Dagger, Thieves' Tools (Core), Embalming Fluid, Blessing of Wadjet, Limning Starknife, Master of Masters, Corrosion, Venomous Heavy Crossbow +2, Forensic Physician, Kazavon's Shield, Cerulean Mastermind, Angelic Armor, Blessing of the Savored Sting
    Recharged:
    Discard Pile: The Joke,
    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.


    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: Sands of the Hour
    Hour Power:No effect.
    Location: Graveyard
    Location Power:Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    During This Adventure:
    Scenario Powers:

  • Before acting against a story bane, roll 1d6:
  • 1. Each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4+1 Fire damage.
  • 2. Each local character must succeed at a Constitution or Fortitude 10 check or suffer 1 Poison damage and the scourge Poisoned.
  • 3. Each local character must succeed at a Wisdom or Perception 10 check or suffer the scourge Dazed.
  • 4. Suffer 1d4 Force damage.
  • 5. Bury an ally or a blessing.
  • 6. Discard a random card from your hand or bury a random card from your discards.
  • Wildcards
  • Desperate:When you encounter a boon and do not acquire it, discard a cardScenario Setup
  • Unhallowed:On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead. Zenobia has corrupted this encampment.
  • Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6. The Vampires are ready for a fight!

    Locked Door:

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

    Melee 16(10+6): 1d8 + 5 + 2d6 + 1d8 ⇒ (7) + 5 + (6, 2) + (1) = 21

    Roll Details:

    Melee - 1d8+5
    Divine Insight - 2d6
    Blessed - 1d8

    Ask Ranzak to DISCARD(Withering) Quartermaster to bless

    Explore from Door

    Troll:

    Core
    Monster 2
    Traits:
    Troll
    Veteran
    To Defeat:
    Combat 8+##
    THEN Combat 10+##
    Vulnerable to Fire.
    Before acting, each local character suffers 1 Combat damage.
    If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.

    Discard Divine Fortune for BYA damage

    Combat 20(8+6+6): 1d8 + 5 + 1d12 + 2 + 1d8 + 1 + 4 ⇒ (6) + 5 + (7) + 2 + (7) + 1 + 4 = 32

    Roll Details:

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

    Reveal Steal Soul for Touch of Flame

    Combat 22(10+6+6): 1d8 + 5 + 1d12 + 2 + 1d8 + 1 + 4 ⇒ (4) + 5 + (4) + 2 + (3) + 1 + 4 = 23

    Roll Details:

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

    Reveal Steal Soul for Touch of Flame

    Both checks had fire, so it is defeated
    Display Steal Soul
    Defeating a monster allows me to examine top 2 cards

    Card 3 - Zenobia Zenderholm (VILLAIN)
    Card 4 - Warsworn (M6)

    "Ramexes ends his turn.

    Ramexes attempts to recover all cards in his Recovery pile.
    Divine Insight: Divine 8: 1d10 + 5 + 1d4 ⇒ (4) + 5 + (4) = 13 -> Divine Insight recharged.

    Ramexes resets his hand."

    As I begin my search of the Graveyard, I notice a fresh set of tracks leading into one of the crypts. Checking the door, I realize it's locked, but these tracks are definitely fresh. Summoning what strength I have, I manage to break through the lock only to be jumped by a troll. Burning down the troll is easy enough, but as I do so a vision of Zenobia comes to my mind. I quietly back out of the crypt and alert the crew. We're not quite ready for them yet.

    Drew Staff of Minor Healing, so on Ranzaks turn heal myself
    Ramexes is healed for 1: (The Mountain Man). Deck shuffled.

    "

    Ramexes wrote:

    Hand: Thundering Earthbreaker, Clib (Clockwork Librarian), Blessing of the Gods, The Healing Light,

    Displayed: Steal Soul,
    Deck: 17 Discard: 1 Buried: 0
    Current Location: Graveyard
    Hero Points: 0
    NOTES:
    Available Support:
  • If possible, leave me either the Gods or Healing Light for my turn
    Other: Paizo reroll used for scenario 6-6B?: N
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Gorum's Iron, Hellknight Plate, Abadar's Law, Flamer (Druid of the Flame), Ukwar Axe, Lyrune-Qua Truthspeaker, Angelic Armor, Divine Insight, Giantbane Greataxe, Our Lord In Iron, Staff of Minor Healing, Wand of Restorative Touch, Darb Tuttle, Major Cure, Regill (Hellknight of the Nail), The Mountain Man, Dragonbane Greatsword
    Recharged:
    Discard Pile: Divine Fortune,
    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)

    "

    End of Turn Summary
    Banished top 2 cards of the Graveyard
    DISCARDED(Withering) Ranzaks Quartermaster
    Examined Cards 3 and 4 of the Graveyard and found the VILLAIN


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

    Rivani - 6-6B: With Friends Like These

    Starting Location Campsite (may stay a turn to peek and then move on)
    Loot
    Will put False Life into box and put Steal Soul into my deck

    Starting Hand - Favored Card Spell

    "

    Rivani (Phrenic Master) wrote:

    Hand: Fortune-teller, Dust of Revealing, Leech, The First, The Peacock, Dominate, The Lady of Mysteries, Vindicator,

    Displayed:
    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): Fate-reader Lenses, Death's Touch, Infernal Healing, Vampiric Touch, Steal Soul, Clairvoyance, Chain Lightning, Blessing of the Sages, Disintegrate, Life Drain, The Foreign Trader, Headband of Mental Superiority, 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.

    "


    Deck Handler

    Off-turn: Discard Blessing of the Quartermaster

    Ranzak's turn
    Hour of the Sands ... of the Hour

    SoT: Reveal Ring of Regeneration to recharge The Joke

    Stay at Forest
    When you defeat a monster, you may discard a card to explore.

    Display Bloodroot Poison.

    Free explore of Forest #1: Evil Eye
    Ask Rivani to recharge discard The Peacock
    Stealth 8+6=14: 1d10 + 4 + 1d10 ⇒ (5) + 4 + (6) = 15 Success
    Add a trap counter to the location.

    Discard Blessing of Yaezhing to encounter #2: Wyvern
    BA: Fort check
    Fort 8: 1d12 + 3 ⇒ (12) + 3 = 15 Success

    Yaezhing automatically defeats the monster
    Trap counter is burned off without effect (should've thought of that)

    Discard Boots of Alacrity to explore #3: Orc Rager
    BA: Suffer 1d4 ⇒ 2 damage - discard Gem and Ring

    CtD: Reveal and recharge Venomous Dagger, reload Bloodroot Poison
    Combat 10+6+6=22: 1d10 + 4 + 1d4 + 2 + 1d12 + 1d8 ⇒ (9) + 4 + (4) + 2 + (12) + (3) = 34 Success

    Discard Robe of Items to draw Ring, Gem, and Embalming Fluid.

    End turn
    Reveal Ring to recharge Blessing of Yaezhing

    Ranzak wrote:

    Hand: Venomous Heavy Crossbow +2, Dancing Dagger, Corrosion, Ring of Regeneration, Gem of Physical Prowess (Core), Embalming Fluid, Forensic Physician, Master of Masters,

    Displayed:
    Deck: 12 Discard: 3 Buried: 0
    Hero Points: 2
    Used Accessory re-roll: N
    NOTES:
    Available Support: Dagger, Crossbow, and Blessing are available.
    Other: Will attempt to acquire any boon others fail to acquire (if it's straightforward, feel free to bot).

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Splashbolt Crossbow, Blessing of Wadjet, Cerulean Mastermind, Kazavon's Shield, Angelic Armor, Blessing of the Savored Sting, Thieves' Tools (Core), Venomous Dagger, The Joke, Bloodroot Poison, Limning Starknife
    Recharged: Blessing of Yaezhing,
    Discard Pile: Blessing of the Quartermaster, Boots of Alacrity, 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.


    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: Books

    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 Onslaughts wildcard Desperate.

    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: Before acting against a story bane, roll 1d6:

    1. Each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4+1 Fire damage.
    2. Each local character must succeed at a Constitution or Fortitude 10 check or suffer 1 Poison damage and the scourge Poisoned.
    3. Each local character must succeed at a Wisdom or Perception 10 check or suffer the scourge Dazed.
    4. Suffer 1d4 Force damage.
    5. Bury an ally or a blessing.
    6. Discard a random card from your hand or bury a random card from your discards.

    Wildcards
    Desperate:When you encounter a boon and do not acquire it, discard a card.Scenario Setup
    Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead. Zenobia has corrupted this encampment.
    Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6The Vampires are ready for a fight!

    Additional Rules: Story Banes

    Danger: Vampire
    Villain: Zenobia Zenderholm (Zenobia Zanthret)
    Henchmen (Closing): Vampires-Proxy A

    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.

    Zenobia Zenderholm:

    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.

    Zombie Minions:

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

    Scenario Level (#): 6

    Turn: 3, Adowyn/skizzerz

    Random Cards:

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

    Spoiler:
    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.

    Spoiler:
    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.

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

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

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

    Spoiler:
    Soultrapping Gem
    CotCT
    Barrier 6
    Traits:
    Magic
    Trap
    To Defeat:
    None 0
    Display this barrier. While displayed:
    * You may not move or explore.
    * At the start of a local character's turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier.
    * When your location is closed, banish this barrier.

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

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

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

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

    Spoiler:
    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:
    Shocking Sawtooth Saber
    CotCT
    Weapon 6
    Traits:
    Electricity
    Finesse
    Magic
    Melee
    Red Mantis
    Slashing
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 16
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8.
    If proficient, you may additionally discard to add another 1d8+6.

    Spoiler:
    Ashbringer
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Loot
    Magic
    Melee
    Scythe
    Slashing
    To Acquire:
    Strength
    Melee 18
    For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.

    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.

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

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


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

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


    Spoiler:
    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.


    Armors
    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:
    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:
    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:
    Fuse Grenade
    CotCT
    Item 6
    Traits:
    Alchemical
    Attack
    Bludgeoning
    Fire
    Liquid
    Ranged
    To Acquire:
    Intelligence
    Craft 14
    For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8.
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 16 check to recharge this card.


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

    Spoiler:
    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.

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

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

    Spoiler:
    Venster Arabasti
    CotCT
    Ally 6
    Traits:
    Ghost
    Undead
    To Acquire:
    Charisma
    Diplomacy 14
    OR Banish A Harrow Card 0
    Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
    If the hour is a Harrow blessing, discard to draw it.

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

    Spoiler:
    The Midwife
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a monster.
    To Acquire:
    Wisdom
    Divine 4+#
    When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.

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

    Spoiler:
    Lady Despair
    Core
    Blessing 3
    Traits:
    Deity: Urgathoa
    Divine
    When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead.
    To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead.

    Spoiler:
    The Tangled Briar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.

    Hour Power: Ignore cards' before acting powers.

    Current Hour:

    The Trumpet:
    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.

    Hours Remaining: 27

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 1 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 2 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 2 Ramexes/Gimry
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 3 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 3 Ranzak/Iceman91
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.
    Hourglass Card 4 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 4 Adowyn/skizzerz
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    Veteran
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 5 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 5 Rivani/Zalarian
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    Veteran
    When this is the hour: You may avenge by discarding a card.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 6 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 6 Ramexes/Gimry
    The 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 7 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 7 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 8 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 8 Adowyn/skizzerz
    The Eternal Rose
    Core
    Blessing 3
    Traits:
    Deity: Shelyn
    Divine
    When this is the hour: When you encounter a monster, you may evade it.
    To Acquire:
    Charisma
    Divine 8
    On a Dexterity or Charisma check, freely discard to bless.
    On any check, discard to bless.
    Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
    Hourglass Card 9 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 9 Rivani/Zalarian
    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 10 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 10 Ramexes/Gimry
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    Veteran
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Hourglass Card 11 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 11 Ranzak/Iceman91
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 12 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 12 Adowyn/skizzerz
    The Avalanche
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
    To Acquire:
    Dexterity
    Survival 4+#
    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
    Hourglass Card 13 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 13 Rivani/Zalarian
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 14 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 14 Ramexes/Gimry
    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 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 15 Ranzak/Iceman91
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played.
    To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Hourglass Card 16 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 16 Adowyn/skizzerz
    The Queen Mother
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Knowledge check is blessed.
    To Acquire:
    Wisdom
    Knowledge 4+#
    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
    Hourglass Card 17 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 17 Rivani/Zalarian
    Old Deadeye
    Core
    Blessing 3
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: On your check, if you are at a Wild location, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Survival 8
    On any check, discard to bless.
    On a Dexterity or Survival check, discard to bless twice.
    Discard to explore.
    Recharge to explore a Wild location.
    Hourglass Card 18 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 18 Ramexes/Gimry
    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 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 19 Ranzak/Iceman91
    Our Lord In Iron
    Core
    Blessing 3
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 8
    On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
    Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
    Hourglass Card 20 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 20 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 21 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 21 Rivani/Zalarian
    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 22 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 22 Ramexes/Gimry
    The Bear
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your Strength check, add 2.
    To Acquire:
    Strength
    Acrobatics 4+#
    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.
    Hourglass Card 23 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 23 Ranzak/Iceman91
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 24 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 24 Adowyn/skizzerz
    Blackfingers
    Core
    Blessing 3
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
    To Acquire:
    Craft
    Divine
    Stealth 8
    On any check, discard to bless.
    On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
    Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
    Hourglass Card 25 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 25 Rivani/Zalarian
    The Survivor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless; if this would add 1d4, bless twice instead.
    Discard to explore.
    Hourglass Card 26 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 26 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 27 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 27 Ranzak/Iceman91
    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.

    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:
    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 2:
    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 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:
    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 5:
    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 6:
    Pathfinder Chronicler
    None
    Supporter 0
    Traits:
    Human
    Bard
    Display. While displayed:
    • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
    • [] You may bury to examine the top 3 cards of any location.
    Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?

    Location #1: Campsite
    Wild
    At This Location: At the end of your turn, you may heal a card.
    When Closing: Choose 3 different types of boons, then recharge a boon of each type.
    When Permanently Closed: No effect.
    M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Rivani/Zalarian, None
    Campsite Card 1:
    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.
    Campsite Card 2:
    Silver War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 5
    Display. While displayed:
    * When you suffer Combat damage, reduce it by 1.
    * When you would discard cards as Combat damage, you may recharge them instead.
    * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Campsite Card 3:
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Campsite Card 4:
    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.
    Campsite Card 5:
    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.

    Campsite 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.
    Campsite Card 7:
    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.
    Campsite Card 8:
    Salvator Scream
    CotCT
    Ally 4
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 10
    OR Knowledge 9
    On a local Knowledge or Perception check, recharge to add 1d8.
    Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
    Campsite Card 9:
    Serithtial
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Finesse
    Loot
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 19
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d12+4; against a story bane, add another 2d6. If proficient, you may remove the 2-Handed trait.
    After playing this weapon, if it has the 2-Handed trait, you may not play an Offhand boon this encounter.
    When rebuilding, you may treat this weapon as an ally.
    Campsite Card 10:
    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.

    Location #2: Forest
    Wild
    At This Location: When you defeat a monster, you may discard a card to explore.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Ranzak/Iceman91, None
    Forest Card 1:
    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.

    Forest Card 2:
    Obsession of Battle
    CotCT
    Barrier 5
    Traits:
    Curse
    Task
    To Defeat:
    Intelligence
    Perception 13
    OR Wisdom 11
    If undefeated, display this barrier.
    While displayed:
    * When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results.
    * When a power would remove 1 of your scourges, you may instead banish this barrier.
    Forest Card 3:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Forest Card 4:
    Toff Ornelos
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 15
    OR Arcane 13
    On a local check that invokes the Magic trait, recharge to add 1d8.
    Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6.
    Forest Card 5:
    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.
    Forest Card 6:
    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.
    Forest Card 7:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    Veteran
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.

    Location #3: Graveyard
    Sacred
    Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Ramexes/Gimry, None
    Graveyard Card 1 (Zenobia Zenderholm):
    Zenobia Zenderholm
    CotCT
    Story Bane 6
    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.
    Graveyard Card 2 (Warsworn):
    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.
    Graveyard Card 3:
    Warlord Devil
    CotCT
    Monster 6
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 26
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
    If undefeated, suffer the scourge Wounded.
    Graveyard Card 4:
    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.
    Graveyard Card 5:
    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.
    Graveyard Card 6:
    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.
    Graveyard Card 7:
    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.
    Graveyard Card 8:
    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.

    Location #4: Trail
    Wild
    At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
    When Closing: Discard either a random card or a card matching your favored card.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Adowyn/skizzerz, None
    Trail Card 1:
    Staff of Greater Healing
    CotCT
    Item 6
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 14
    At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them.
    Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters.
    Trail Card 2:
    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.
    Trail Card 3:
    Henchman Proxy A5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Trail Card 4:
    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.
    Trail Card 5:
    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.
    Trail Card 6:
    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.
    Trail Card 7:
    Sentinel Devil
    CotCT
    Monster 5
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 23
    Immune to Fire and Poison.
    If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded.
    Trail Card 8:
    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.
    Trail Card 9:
    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.
    Trail Card 10:
    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.

    Location #5: River
    Aquatic
    Wild
    At This Location: On your check, you may discard a card to reroll a die.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a boon to another character at any location.
    M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    River Card 1:
    Henchman Proxy A4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    River Card 2:
    Wand of Flame
    Core
    Item 2
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic
    Veteran
    Wand
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 11
    For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
    River Card 3:
    Catoblepas
    CotCT
    Monster 4
    Traits:
    Aberration
    Trigger
    To Defeat:
    Combat 20
    When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
    If undefeated, each local character suffers the scourge Poisoned.
    River Card 4:
    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.
    River Card 5:
    The Publican
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would discard an ally, recharge it instead.
    To Acquire:
    Wisdom
    Diplomacy 4+#
    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
    River 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.
    River Card 7:
    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.

    River Card 8:
    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.
    River Card 9:
    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.
    River Card 10:
    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.

    Location #6: 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: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Ruin Card 1:
    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.

    Ruin Card 2:
    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.
    Ruin Card 3:
    Crematory Blast
    CotCT
    Barrier 5
    Traits:
    Fire
    Trap
    To Defeat:
    Intelligence
    Perception 10
    OR Constitution
    Fortitude 12
    When you would encounter this barrier, another local character may encounter it instead.
    If undefeated, each local character suffers 1d6 Fire damage.
    Ruin Card 4:
    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.
    Ruin Card 5:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Ruin Card 6:
    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 7:
    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.
    Ruin Card 8:
    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.
    Ruin Card 9:
    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.
    Ruin Card 10:
    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.

    Location #7: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1:
    Hellknight Plate
    CotCT
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 13
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 2.
    * 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.
    * On your combat or Diplomacy check, you may discard to add 1d10.
    Cards Not In the Box Card 2:
    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.
    Cards Not In the Box Card 3:
    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.
    Cards Not In the Box Card 4:
    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.
    Cards Not In the Box Card 5:
    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.
    Cards Not In the Box Card 6:
    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.


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

    Off-turn: display Leryn, play Efficient Quiver, attempt to recover Efficient Quiver. Ranged 9: 1d10 + 6 ⇒ (1) + 6 = 7 Discarded. Hour of The Trumpet. Start of turn examine top card of Trail: Staff of Greater Healing. Stay put and explore.

    Trail 1: Staff of Greater Healing. Character power adds 1d6. Recharge Fox to add 1d4. Divine 14: 1d8 + 5 + 1d6 + 1d4 ⇒ (4) + 5 + (5) + (2) = 16 Acquired.

    Reload Leryn to examine/rearrange the next two cards of Trail: Red Mantis Initiate, Henchman Proxy A5. Put henchman on top, then display Blessing of Wind and Waves next to River, then end turn. I don't have means of easily beating Vampire this turn, especially with the scenario BA which Trumpet doesn't bypass due the storybook not being a card.

    Re-display Leryn ASAP next turn. If someone else wants to come here so we can tag-team Vampire, I can handle one of the checks (assuming a not-completely-terrible BA roll).

    Adowyn wrote:

    Hand: Staff of Greater Healing, Marksman's Bow, Blessing of Erastil, Snow Leopard, Stag,

    Displayed: Leryn (Cohort), Blessing of Wind and Waves,
    Deck: 15 Discard: 1 Buried: 0
    Current Location: Trail
    Hero Points: 1
    6-6B Playmat: available
    6-6B Reroll: available
    NOTES:
    Available Support: Use anything marked feel free to use without asking.
    Feel free to use:
    - Blessing of Erastil: On any check, bury to bless (twice on a Dexterity combat check).
    - Blessing of Wind and Waves: Display this card next to a location. While displayed, on checks to close or to guard, bless twice.
    - Fox: On an Intelligence or Wisdom check, recharge to add 1d4.
    - Snow Leopard: On a combat check, recharge to add 1d4.
    Ask in Discord before using:
    - Blessing of Wind and Waves: On any check, bury to bless.
    Movement: Move to an unoccupied location if my current one closes.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Balmberry, Thorn Bow, Archer's Bracers, Cure, Blessing of Old Deadeye, Major Cure, Blessing of the Ancients, Nirmathas Longbow, Hatchetbird, Blessing of Gozreh, Aspect of the Wolf, Leryn (Ally), Headband of the Wolf, Hellknight Plate
    Recharged: Fox,
    Discard Pile: Efficient Quiver,
    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.

    Trail 1 acquired.
    Trail rearranged with card 3 (Proxy A - Vampire) on top followed by card 2 (Red Mantis Initiate).
    Blessing of Wind and Waves displayed next to River -- on checks to close or to guard River, bless twice.


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

    Out of Turn Updates: Nobody else took Aviva Racovick; will add to hand; discard Peacock for Ranzak

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

    SOT: examine top card: Campsite Card 1: Hippogriff Rider TRIGGER - take 1 ranged combat damage; use power to recharge The Lady of Mysteries for damage.

    display Aviva and then recharge dust of appearance to encounter Hippogriff Rider and send Dominate to recovery to search location.
    Encounter: Campsite Card 1: Hippogriff Rider

    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.

    Will acquire Campsite Card 9: Serithial and shuffle location

    Serithtial:

    CotCT
    Weapon 6
    Traits:
    2-Handed
    Finesse
    Loot
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 19
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d12+4; against a story bane, add another 2d6. If proficient, you may remove the 2-Handed trait.
    After playing this weapon, if it has the 2-Handed trait, you may not play an Offhand boon this encounter.
    When rebuilding, you may treat this weapon as an ally.

    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: Campsite->Forest
    examine top 3 cards of location deck
    Forest Card 1: disintegrate
    Forest Card 2: Obsession of Battle
    Forest Card 3: Henchman Proxy A1

    Location Powers: When you defeat a monster, you may discard a card to explore.
    At end of move, recharge fortune-teller calling out boon and encounter Disintegrate
    Encounter: Forest Card 1: Disintegrate

    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.

    Arcane INT Check DC 14: 1d12 + 6 ⇒ (7) + 6 = 13 No Success; discard Vindicator due to desperate

    Will pass on free explore for now - Ranzak can encounter and evade if desired..just don't have any cards I want to recharge to use primary skill
    Will recharge leech to try and heal some cards
    Leech Healing: 1d4 - 1 ⇒ (3) - 1 = 2
    Rivani (Phrenic Master) has all cards in her discard pile healed: (The Peacock, Vindicator). Deck shuffled.

    Rivani Ends her turn

    Reminder of Scenario changes:

    During This Adventure:
    Harrow Suit: Books

    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 Onslaughts wildcard Desperate.

    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: Before acting against a story bane, roll 1d6:

    1. Each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4+1 Fire damage.
    2. Each local character must succeed at a Constitution or Fortitude 10 check or suffer 1 Poison damage and the scourge Poisoned.
    3. Each local character must succeed at a Wisdom or Perception 10 check or suffer the scourge Dazed.
    4. Suffer 1d4 Force damage.
    5. Bury an ally or a blessing.
    6. Discard a random card from your hand or bury a random card from your discards.

    Wildcards
    Desperate:When you encounter a boon and do not acquire it, discard a card.Scenario Setup
    Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead. Zenobia has corrupted this encampment.
    Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6The Vampires are ready for a fight!

    Rivani attempts to recover all cards in her Recovery pile.
    Dominate: Arcane 15: 1d12 + 6 ⇒ (2) + 6 = 8 -> Dominate discarded.
    Rivani resets her hand. At beginning of Ramexes turn will bury Aviva to draw 2 arcane spells (Scrying/Major Harrowing) and pick one (Major Harrowing)

    "

    Rivani (Phrenic Master) wrote:

    Hand: Serithial, The First, Steal Soul, Vampiric Touch, Headband of Mental Superiority, Fortune-teller, Clairvoyance, Leech, Major Harrowing,

    Displayed:
    Deck: 13 Discard: 1 Buried: 1
    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): Fate-reader Lenses, Infernal Healing, Bound Imp, The Peacock, Vindicator, The Lady of Mysteries, Death's Touch, Chain Lightning, Blessing of the Sages, Life Drain, Disintegrate, Dust of Revealing, The Foreign Trader
    Recharged:
    Discard Pile: Dominate,
    Buried Pile: Aviva Racovick,

    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: Forest
    Acquired: Serithial
    Banished: Forest Card 1: Disintegrate
    Examined: Forest Card 2: Obsession of battle
    Forest Card 3: henchman
    All the cards at campsite

    Random Card(s) Used: spells 1-2
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None


    Deck Handler

    Rivani's turn: Attempt to acquire Disintegrate
    Recharge Gem
    1d12 + 1d4 + 3 ⇒ (8) + (3) + 3 = 14 Success

    Ranzak wrote:

    Hand: Venomous Heavy Crossbow +2, Dancing Dagger, Corrosion, Disintegrate, Ring of Regeneration, Embalming Fluid, Forensic Physician, Master of Masters,

    Displayed:
    Deck: 13 Discard: 3 Buried: 0
    Hero Points: 2
    Used Accessory re-roll: N
    NOTES:
    Available Support: Dagger, Crossbow, Spells, and Blessing are available.
    Other: Will attempt to acquire any boon others fail to acquire (if it's straightforward, feel free to bot).

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Angelic Armor, Kazavon's Shield, Blessing of the Savored Sting, Blessing of Wadjet, Venomous Dagger, Cerulean Mastermind, The Joke, Bloodroot Poison, Limning Starknife, Splashbolt Crossbow, Thieves' Tools (Core)
    Recharged: Blessing of Yaezhing, Gem of Physical Prowess (Core),
    Discard Pile: Blessing of the Quartermaster, Boots of Alacrity, 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.


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

  • Before acting against a story bane, roll 1d6:
  • 1. Each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4+1 Fire damage.
  • 2. Each local character must succeed at a Constitution or Fortitude 10 check or suffer 1 Poison damage and the scourge Poisoned.
  • 3. Each local character must succeed at a Wisdom or Perception 10 check or suffer the scourge Dazed.
  • 4. Suffer 1d4 Force damage.
  • 5. Bury an ally or a blessing.
  • 6. Discard a random card from your hand or bury a random card from your discards.
  • Wildcards
  • Desperate:When you encounter a boon and do not acquire it, discard a cardScenario Setup
  • Unhallowed:On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead. Zenobia has corrupted this encampment.
  • Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6. The Vampires are ready for a fight!

    Not really ready to help with the Vampires at this point, so I'll head to the Ruin

    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.

    Recharge Clib to auto acquire the spell

    Drew Staff of Minor Healing. Use it on Ranzaks turn to heal Divine Fortune

    "

    Ramexes wrote:

    Hand: Thundering Earthbreaker, Icy Prison, Blessing of the Gods, The Healing Light,

    Displayed: Steal Soul,
    Deck: 19 Discard: 0 Buried: 0
    Current Location: Ruin
    Hero Points: 0
    NOTES:
    Available Support:
  • Healing Light - Bless/Heal if successful
    Other: Paizo reroll used for scenario 6-6B?: N
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Dragonbane Greatsword, Giantbane Greataxe, Staff of Minor Healing, Flamer (Druid of the Flame), Clib (Clockwork Librarian), Divine Fortune, Ukwar Axe, Hellknight Plate, Gorum's Iron, Regill (Hellknight of the Nail), Darb Tuttle, Abadar's Law, Angelic Armor, Divine Insight, The Mountain Man, Lyrune-Qua Truthspeaker, Major Cure, Our Lord In Iron, Wand of Restorative Touch
    Recharged:
    Discard Pile:
    Buried Pile:

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

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


  • Deck Handler

    No further off-turn activity

    Ranzak's turn
    Hour of The Demon's Lantern
    On your check against a barrier, the difficulty is increased by 3.

    SoT: Ring of Regen recharges Robe of Items

    Give card: Hand Disintegrate to Rivani

    Move to Trail
    The difficulty of checks to defeat is increased by the number of distant characters.

    Free explore of #1: Vampire
    Scenario BA: 1d6 ⇒ 6 Bury a random discard - Blessing of the Quartermaster

    Vampire difficulty increase: 1d6 ⇒ 3

    CtD 1: Recharge Corrosion to play Dancing Dagger, recharge Crossbow to play Embalming Fluid, recharge Embalming Fluid to bury Master of Masters
    Combat 10+6+6+2+3=27: 1d10 + 4 + 3d4 + 3 + 2 + 2d10 ⇒ (3) + 4 + (2, 1, 4) + 3 + 2 + (5, 3) = 27 Success
    Embalming Fluid: Disable 7: 1d10 + 4 ⇒ (9) + 4 = 13

    Pause to let Adowyn take the second check.


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

    Off-turn: fight a Vampire. Going for Combat since I'm better equipped for that atm. DC increase: 1d6 ⇒ 4 Recharge Snow Leopard to play Marksman's Bow. Recharge Stag to bury Blessing of Erastil. Combat 10+6+6+2+4=28: 3d10 + 1d6 + 12 ⇒ (3, 1, 1) + (3) + 12 = 20 Use my hero point to reroll all of that. Combat 28: 3d10 + 1d6 + 12 ⇒ (2, 8, 3) + (3) + 12 = 28 Success.


    Deck Handler

    Ranzak has no favored card, so discard one at random... Forensic Physician

    Move to Base when Trail closes.

    Take free explore there.
    Pick up Jayna Lemore (have the supporter feat).
    Heal Boots of Alacrity

    End turn
    Ring of Regeneration recharges Forensic Physician
    Draw up

    Display Angelic Armor and Bloodroot Poison on Adowyn's turn.

    Ranzak wrote:

    Hand: Dancing Dagger, Thieves' Tools (Core), Ring of Regeneration, Robe of Items, Cerulean Mastermind, The Joke,

    Displayed: Jayna Lemore, Angelic Armor, Bloodroot Poison,
    Deck: 13 Discard: 0 Buried: 2
    Hero Points: 2
    Used Accessory re-roll: N
    NOTES:
    Available Support: Dagger, Mastermind (bury Tools, most likely), and Blessing are available.
    Other: Will attempt to acquire any boon others fail to acquire (if it's straightforward, feel free to bot).

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Venomous Heavy Crossbow +2, Splashbolt Crossbow, Embalming Fluid, Boots of Alacrity, Venomous Dagger, Gem of Physical Prowess (Core), Kazavon's Shield, Limning Starknife, Blessing of the Savored Sting, Corrosion, Blessing of Yaezhing, Blessing of Wadjet
    Recharged: Forensic Physician,
    Discard Pile:
    Buried Pile: Blessing of the Quartermaster, Master of Masters,

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

    Favored Card: None
    Hand Size: 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
    Proficiencies:
    Weapons, ☑ 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.


    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: Books

    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 Onslaughts wildcard Desperate.

    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: Before acting against a story bane, roll 1d6:

    1. Each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4+1 Fire damage.
    2. Each local character must succeed at a Constitution or Fortitude 10 check or suffer 1 Poison damage and the scourge Poisoned.
    3. Each local character must succeed at a Wisdom or Perception 10 check or suffer the scourge Dazed.
    4. Suffer 1d4 Force damage.
    5. Bury an ally or a blessing.
    6. Discard a random card from your hand or bury a random card from your discards.

    Wildcards
    Desperate:When you encounter a boon and do not acquire it, discard a card.Scenario Setup
    Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead. Zenobia has corrupted this encampment.
    Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6The Vampires are ready for a fight!

    Additional Rules: Story Banes

    Danger: Vampire
    Villain: Zenobia Zenderholm (Zenobia Zanthret)
    Henchmen (Closing): Vampires-Proxy A

    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.

    Zenobia Zenderholm:

    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.

    Zombie Minions:

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

    Scenario Level (#): 6

    Turn: 7, Adowyn/skizzerz

    Random Cards:

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

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

    Spoiler:
    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.

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

    Barriers
    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:
    Warning Bells
    CotCT
    Barrier 5
    Traits:
    Curse
    Trigger
    To Defeat:
    Constitution
    Fortitude 13
    OR Intelligence
    Perception 15
    When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
    If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.

    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.

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

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

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

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

    Spoiler:
    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.

    Spoiler:
    Fury's Trident
    CotCT
    Weapon 6
    Traits:
    Fire
    Magic
    Melee
    Ranged
    Spear
    To Acquire:
    Strength
    Melee
    Ranged
    Survival 16
    For your combat check, reveal to use Strength, Melee, Ranged, or Survival + 2d8; you may remove 1d8 and the Fire trait. If proficient, you may discard a card to add another 1d8.
    On a local combat check, freely discard to add 1d8 and the Fire trait.
    You may use this power even if you have previously revealed this card on this check.

    Spells
    Spoiler:
    Boneshatter
    CotCT
    Spell 6
    Traits:
    Arcane
    Attack
    Divine
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 14
    For your combat check against a non-Incorporeal, non-Ooze monster, banish to use Arcane or Divine + 2d12; ignore the monster's after acting powers.

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


    Spoiler:
    Quickened Ray
    CotCT
    Spell 5
    Traits:
    Arcane
    Attack
    Divine
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 12
    On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.

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


    Spoiler:
    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.


    Spoiler:
    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.


    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:
    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:
    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:
    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:
    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:
    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:
    The Lost Harrows
    CotCT
    Item 6
    Traits:
    Gambling
    Harrow
    Magic
    Tool
    To Acquire:
    Intelligence
    Knowledge 12
    Display and choose any skill. While displayed:
    * Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
    * When you fail a check using that skill, bury this card.

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

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

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

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

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

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

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

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

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

    Hour Power: On your check against an Outsider card, add 1d4.

    Current Hour:

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

    Hours Remaining: 23

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 1 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 2 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 2 Ramexes/Gimry
    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 3 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 3 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 4 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 4 Adowyn/skizzerz
    The Eternal Rose
    Core
    Blessing 3
    Traits:
    Deity: Shelyn
    Divine
    When this is the hour: When you encounter a monster, you may evade it.
    To Acquire:
    Charisma
    Divine 8
    On a Dexterity or Charisma check, freely discard to bless.
    On any check, discard to bless.
    Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
    Hourglass Card 5 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 5 Rivani/Zalarian
    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 6 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 6 Ramexes/Gimry
    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 7 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 7 Ranzak/Iceman91
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 8 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 8 Adowyn/skizzerz
    The Avalanche
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
    To Acquire:
    Dexterity
    Survival 4+#
    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
    Hourglass Card 9 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 9 Rivani/Zalarian
    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 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 10 Ramexes/Gimry
    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 11 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 11 Ranzak/Iceman91
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played.
    To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Hourglass Card 12 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 12 Adowyn/skizzerz
    The Queen Mother
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Knowledge check is blessed.
    To Acquire:
    Wisdom
    Knowledge 4+#
    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
    Hourglass Card 13 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 13 Rivani/Zalarian
    Old Deadeye
    Core
    Blessing 3
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: On your check, if you are at a Wild location, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Survival 8
    On any check, discard to bless.
    On a Dexterity or Survival check, discard to bless twice.
    Discard to explore.
    Recharge to explore a Wild location.
    Hourglass Card 14 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 14 Ramexes/Gimry
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 15 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 15 Ranzak/Iceman91
    Our Lord In Iron
    Core
    Blessing 3
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 8
    On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
    Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
    Hourglass Card 16 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 16 Adowyn/skizzerz
    The 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 17 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 17 Rivani/Zalarian
    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 18 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 18 Ramexes/Gimry
    The Bear
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your Strength check, add 2.
    To Acquire:
    Strength
    Acrobatics 4+#
    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.
    Hourglass Card 19 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 19 Ranzak/Iceman91
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 20 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 20 Adowyn/skizzerz
    Blackfingers
    Core
    Blessing 3
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
    To Acquire:
    Craft
    Divine
    Stealth 8
    On any check, discard to bless.
    On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
    Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
    Hourglass Card 21 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 21 Rivani/Zalarian
    The Survivor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless; if this would add 1d4, bless twice instead.
    Discard to explore.
    Hourglass Card 22 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 22 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 23 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 23 Ranzak/Iceman91
    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.

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

    Location #1: Campsite
    Wild
    At This Location: At the end of your turn, you may heal a card.
    When Closing: Choose 3 different types of boons, then recharge a boon of each type.
    When Permanently Closed: No effect.
    M: 4 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Hippogriff Rider, Silver War Paint, Henchman Proxy A3, Jasan Adriel, Banshee, Horrorbane Heavy Pick, Ghoul, Salvator Scream, Ember Ghoul
    Campsite Card 1:
    Jasan Adriel
    CotCT
    Ally 4
    Traits:
    Human
    Spy
    To Acquire:
    Charisma
    Diplomacy 11
    OR Knowledge 10
    On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.
    This exploration, when you would encounter a story bane, another local character may encounter it instead.
    Campsite Card 2:
    Salvator Scream
    CotCT
    Ally 4
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 10
    OR Knowledge 9
    On a local Knowledge or Perception check, recharge to add 1d8.
    Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
    Campsite 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.
    Campsite Card 4:
    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.

    Campsite Card 5:
    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.
    Campsite Card 6:
    Hippogriff Rider
    CotCT
    Monster 4
    Traits:
    AND
    Animal
    Human
    Ranger
    Trigger
    To Defeat:
    Combat 18
    THEN Combat 17
    OR Survival 11
    When examined, suffer 1 Ranged Combat damage.
    Before acting, suffer 1 Ranged Combat damage.
    If undefeated, a random character suffers 1d4+1 Ranged Combat damage.
    Campsite 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.
    Campsite Card 8:
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Campsite Card 9:
    Silver War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 5
    Display. While displayed:
    * When you suffer Combat damage, reduce it by 1.
    * When you would discard cards as Combat damage, you may recharge them instead.
    * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.

    Location #2: Forest
    Wild
    At This Location: When you defeat a monster, you may discard a card to explore.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Rivani/Zalarian, None
    Forest Card 1 (Obsession of Battle):
    Obsession of Battle
    CotCT
    Barrier 5
    Traits:
    Curse
    Task
    To Defeat:
    Intelligence
    Perception 13
    OR Wisdom 11
    If undefeated, display this barrier.
    While displayed:
    * When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results.
    * When a power would remove 1 of your scourges, you may instead banish this barrier.
    Forest Card 2 (Henchman Proxy A1):
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Forest Card 3:
    Toff Ornelos
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 15
    OR Arcane 13
    On a local check that invokes the Magic trait, recharge to add 1d8.
    Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6.
    Forest Card 4:
    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.
    Forest Card 5:
    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.
    Forest Card 6:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    Veteran
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.

    Location #3: Graveyard
    Sacred
    Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Graveyard Card 1 (Zenobia Zenderholm):
    Zenobia Zenderholm
    CotCT
    Story Bane 6
    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.
    Graveyard Card 2 (Warsworn):
    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.
    Graveyard Card 3:
    Warlord Devil
    CotCT
    Monster 6
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 26
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
    If undefeated, suffer the scourge Wounded.
    Graveyard Card 4:
    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.
    Graveyard Card 5:
    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.
    Graveyard Card 6:
    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.
    Graveyard Card 7:
    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.
    Graveyard Card 8:
    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.

    Location #5: River
    Aquatic
    Wild
    At This Location: On your check, you may discard a card to reroll a die.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a boon to another character at any location.
    M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    River Card 1:
    Henchman Proxy A4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    River Card 2:
    Wand of Flame
    Core
    Item 2
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic
    Veteran
    Wand
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 11
    For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
    River Card 3:
    Catoblepas
    CotCT
    Monster 4
    Traits:
    Aberration
    Trigger
    To Defeat:
    Combat 20
    When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
    If undefeated, each local character suffers the scourge Poisoned.
    River Card 4:
    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.
    River Card 5:
    The Publican
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would discard an ally, recharge it instead.
    To Acquire:
    Wisdom
    Diplomacy 4+#
    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
    River 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.
    River Card 7:
    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.

    River Card 8:
    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.
    River Card 9:
    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.
    River Card 10:
    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.

    Location #6: 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: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Ramexes/Gimry, None
    Ruin Card 1:
    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.
    Ruin Card 2:
    Crematory Blast
    CotCT
    Barrier 5
    Traits:
    Fire
    Trap
    To Defeat:
    Intelligence
    Perception 10
    OR Constitution
    Fortitude 12
    When you would encounter this barrier, another local character may encounter it instead.
    If undefeated, each local character suffers 1d6 Fire damage.
    Ruin Card 3:
    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.
    Ruin Card 4:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Ruin Card 5:
    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 6:
    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.
    Ruin Card 7:
    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.
    Ruin Card 8:
    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.
    Ruin Card 9:
    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.

    Location #7: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1:
    Hellknight Plate
    CotCT
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 13
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 2.
    * 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.
    * On your combat or Diplomacy check, you may discard to add 1d10.
    Cards Not In the Box Card 2:
    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.
    Cards Not In the Box Card 3:
    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.
    Cards Not In the Box Card 4:
    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.
    Cards Not In the Box Card 5:
    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.
    Cards Not In the Box Card 6:
    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.


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

    Move to River when Trail closes. Start of turn reveal Staff of Greater Healing to heal my Efficient Quiver, then Leryn examines top card of River: Henchman Proxy A4 (Vampire). Move to Forest, then explore.

    Forest 1: Obsession of Battle. When encountering a barrier, I draw a card (Snow Leopard). Character power adds 1d6. Perception 13: 1d8 + 5 + 1d6 ⇒ (5) + 5 + (5) = 15 Defeated. End turn.

    Adowyn wrote:

    Hand: Staff of Greater Healing, Marksman's Bow, Snow Leopard, Fox, Balmberry, Stag,

    Displayed: Leryn (Cohort), Blessing of Wind and Waves,
    Deck: 14 Discard: 0 Buried: 1
    Current Location: Forest
    Hero Points: 0
    6-6B Playmat: available
    6-6B Reroll: available
    NOTES:
    Available Support: Use anything marked feel free to use without asking.
    Feel free to use:
    - Fox: On an Intelligence or Wisdom check, recharge to add 1d4.
    - Snow Leopard: On a combat check, recharge to add 1d4.
    Ask in Discord before using:
    - N/A
    Movement: Move to Campsite next

    Deck, Discard, Buried:

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

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

    Forest 1 banished.
    Henchman examined on top of River.
    Blessing of Wind and Waves still displayed next to River: doubly bless any checks to close our to guard River.


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

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

    Turn - Hour: 8 - Hourglass Card 1 Rivani/Zalarian Calistria's Sting
    Hour Rules: You may avenge by discarding a card.

    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 Forest
    Location Powers: When you defeat a monster, you may discard a card to explore.

    Will display Major Harrowing at forest

    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.


    Harrow of Books Difficulty: 1d6 ⇒ 2

    Random Bane Effect: 1d6 ⇒ 4 Suffer 1d4 Force damage
    Force Damage: 1d4 ⇒ 1 Recharge Fortune-teller for the damage
    Recharge Clairvoyance to use character card, recharge Disintegrate to use Serithial, recharge Leech to use Knowledge for Acrobatics, harrowing adds 3
    INT Knowledge Acrobatics Check DC 10+12+2=24: 1d12 + 6 + 1d12 + 4 + 2d6 + 3 ⇒ (3) + 6 + (2) + 4 + (1, 3) + 3 = 22 Not Quite
    INT Knowledge Acrobatics Check DC 10+12+2=24 HERO POINT: 1d12 + 6 + 1d12 + 4 + 2d6 + 3 ⇒ (3) + 6 + (7) + 4 + (2, 6) + 3 = 31 Success, pass it over to Adowyn for 2nd check and then 1st check for danger to close

    post roll info:

    display steal soul
    Random Roll: 1d6 ⇒ 41d6 ⇒ 41d4 ⇒ 1 difficulty increased by 4; Rivani takes 1 force damage;


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

    First Vampire: Ask Ranzak for The Joke (blessing is buried and Ranzak needs to recharge another card first). Not great but taking 2 cards from Ranzak seemed better than taking 2 cards from Ramexes given hand size differences. Recharge Stag to recharge Fox to add 1d4. Divine 7+6=13: 2d8 + 5 + 1d4 ⇒ (1, 6) + 5 + (1) = 13 Success. Rivani can display Steal Soul if desired.

    Second Vampire: Using Rivani's roll in the spoiler for Harrow of Books. Recharge Balmberry to reveal and additionally discard Marksman's Bow. Recharge Staff of Greater Healing to recharge Snow Leopard. Combat 10+6+6+4=26: 1d10 + 2d6 + 13 + 1d4 ⇒ (4) + (2, 4) + 13 + (3) = 26 Also success. My hand is empty.


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

    recharge The First for the 1 force damage
    difficulty for 2nd danger check: 1d6 ⇒ 1

    Recharge Headband to use character card, recharge Vampiric Touch to use Serithial, Recharge Serithial to use Knowledge for Acrobatics, harrowing adds 3 and steal soul adds 1d4

    INT Knowledge Acrobatics Check DC 10+12+1=23: 1d12 + 6 + 1d12 + 4 + 2d6 + 3 + 1d4 ⇒ (8) + 6 + (1) + 4 + (3, 1) + 3 + (3) = 29 Success..will move to base to heal 1, draw boors and display

    Rivani (Phrenic Master) has all cards in her discard pile healed: (Dominate). Deck shuffled.

    Rivani Ends her turn

    Reminder of Scenario changes:

    During This Adventure:
    Harrow Suit: Books

    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 Onslaughts wildcard Desperate.

    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: Before acting against a story bane, roll 1d6:

    1. Each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4+1 Fire damage.
    2. Each local character must succeed at a Constitution or Fortitude 10 check or suffer 1 Poison damage and the scourge Poisoned.
    3. Each local character must succeed at a Wisdom or Perception 10 check or suffer the scourge Dazed.
    4. Suffer 1d4 Force damage.
    5. Bury an ally or a blessing.
    6. Discard a random card from your hand or bury a random card from your discards.

    Wildcards
    Desperate:When you encounter a boon and do not acquire it, discard a card.Scenario Setup
    Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead. Zenobia has corrupted this encampment.
    Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6The Vampires are ready for a fight!

    Rivani attempts to recover all cards in her Recovery pile.
    Major Harrowing: Arcane 14: 1d12 + 6 + 1d4 ⇒ (6) + 6 + (3) = 15 -> Major Harrowing recharged .

    Rivani resets her hand.

    "

    Rivani (Phrenic Master) wrote:

    Hand: The Foreign Trader, Life Drain, Dominate, Clairvoyance, Vampiric Touch, Chain Lightning, Disintegrate 2, Leech,

    Displayed: Steal Soul, Boors,
    Deck: 15 Discard: 0 Buried: 1
    Hero Points: 2
    reroll last used: 6-5D / Hero Point: 6-6B
    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, Dust of Revealing, The First, Infernal Healing, Fate-reader Lenses, The Peacock, Serithial, Vindicator, The Lady of Mysteries, Fortune-teller, Bound Imp, Disintegrate, Blessing of the Sages, Death's Touch
    Recharged: Major Harrowing,
    Discard Pile:
    Buried Pile: Aviva Racovick,

    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: Base
    Acquired: Boors Supporter
    Banished: All cards at Forest (location closed)
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None


    Deck Handler

    Recharge Ring to bury The Joke

    .

    Ranzak wrote:

    Hand: Dancing Dagger, Thieves' Tools (Core), Robe of Items, Cerulean Mastermind,

    Displayed: Jayna Lemore, Angelic Armor, Bloodroot Poison,
    Deck: 14 Discard: 0 Buried: 3
    Hero Points: 2
    Used Accessory re-roll: N
    NOTES:
    Available Support: Dagger and Mastermind (bury Tools) 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): Kazavon's Shield, Corrosion, Blessing of Wadjet, Blessing of Yaezhing, Embalming Fluid, Splashbolt Crossbow, Limning Starknife, Venomous Dagger, Venomous Heavy Crossbow +2, Blessing of the Savored Sting, Boots of Alacrity, Gem of Physical Prowess (Core)
    Recharged: Forensic Physician, Ring of Regeneration,
    Discard Pile:
    Buried Pile: Blessing of the Quartermaster, Master of Masters, The Joke,

    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)

    ========================
    Ramexes starts his turn.
    Hour: The Big Sky
    Hour Power:At the start of your turn, you may remove 1 of your scourges.
    Location: Ruin
    Location Power:When a monster is undefeated, shuffle a new monster into the location.
    During This Adventure:
    Scenario Powers:

  • Before acting against a story bane, roll 1d6:
  • 1. Each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4+1 Fire damage.
  • 2. Each local character must succeed at a Constitution or Fortitude 10 check or suffer 1 Poison damage and the scourge Poisoned.
  • 3. Each local character must succeed at a Wisdom or Perception 10 check or suffer the scourge Dazed.
  • 4. Suffer 1d4 Force damage.
  • 5. Bury an ally or a blessing.
  • 6. Discard a random card from your hand or bury a random card from your discards.
  • Wildcards
  • Desperate:When you encounter a boon and do not acquire it, discard a cardScenario Setup
  • Unhallowed:On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead. Zenobia has corrupted this encampment.
  • Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6. The Vampires are ready for a fight!

    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.

    BYA Constitution 7: 1d8 + 1d4 ⇒ (8) + (4) = 12

    Roll Details:

    Constitution - 1d8
    Steal Soul - 1d4

    Combat 16: 1d8 + 5 + 1d12 + 2 + 1d8 + 1 + 1d4 ⇒ (3) + 5 + (7) + 2 + (4) + 1 + (2) = 24

    Roll Details:

    Combat(Melee) - 1d8+5
    Thundering Earthbreaker - 1d12+2
    Touch of Flame - 1d8+1
    Steal Soul - 1d4

    Defeating a monster lets me examine top 2 cards
    Card 2- Crematory Blast
    Card 3 - Poison Gas

    "

    Ramexes wrote:

    Hand: Thundering Earthbreaker, Icy Prison, Major Cure, Blessing of the Gods, The Healing Light,

    Displayed: Steal Soul,
    Deck: 18 Discard: 0 Buried: 0
    Current Location: Ruin
    Hero Points: 0
    NOTES:
    Available Support:
  • Healing Light - Bless/Heal if successful
    Other: Paizo reroll used for scenario 6-6B?: N
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Lyrune-Qua Truthspeaker, Angelic Armor, Divine Insight, Dragonbane Greatsword, Giantbane Greataxe, Darb Tuttle, Gorum's Iron, Hellknight Plate, Divine Fortune, The Mountain Man, Staff of Minor Healing, Flamer (Druid of the Flame), Ukwar Axe, Regill (Hellknight of the Nail), Wand of Restorative Touch, Abadar's Law, Our Lord In Iron, Clib (Clockwork Librarian)
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Weapons
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
    Proficiencies:
    Weapons
    POWERS:
    When you defeat a monster, you may examine the top card (☑ or top 2 cards) of your location deck.
    You may recharge (☑ or reveal) a card that has the Divine trait to add 1d8 (☑ +1 ) and the Fire (☑ or Acid or Poison) trait to your combat check.
    You may bury an ally from your discard pile to explore your location.
    ☑ When you discard a weapon for its power, you may first recharge a random card from your discards.
    ☑ 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 Ruin
    Examined Cards 2 and 3


  • Deck Handler

    Ranzak's turn
    Hour of The Fiend
    When you suffer a scourge on your turn, each local character suffers it.

    Move to Ruin
    When a monster is undefeated, shuffle a new monster into the location.

    Free explore of #1: Crematory Blast

    Spoiler:
    Barrier 5
    Traits:
    Fire
    Trap
    To Defeat:
    Intelligence
    Perception 10
    OR Constitution
    Fortitude 12
    When you would encounter this barrier, another local character may encounter it instead.
    If undefeated, each local character suffers 1d6 Fire damage.

    Reveal Thieves' Tools
    Fort 12: 1d12 + 3 + 1d8 ⇒ (9) + 3 + (7) = 19 Success
    Add a trap counter

    Discard Cerulean Mastermind to explore #2: Poison Gas

    Spoiler:
    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.

    Reveal and recharge Thieves' Tools
    Disable 6+6=12: 1d10 + 4 + 2d8 ⇒ (2) + 4 + (3, 1) = 10 Reroll the 1
    Disable 6+6=12: 2 + 4 + 3 + 1d8 ⇒ 2 + 4 + 3 + (7) = 16 Success
    Add second trap counter

    Discard Robe of Items to draw Ring of Regeneration and Embalming Fluid (and shuffle).

    End turn
    Ring recharges Cerulean Mastermind

    "

    Ranzak wrote:

    Hand: Dancing Dagger, Venomous Heavy Crossbow +2, Kazavon's Shield, Ring of Regeneration, Embalming Fluid, Thieves' Tools (Core), Blessing of Yaezhing, Blessing of Wadjet,

    Displayed: Jayna Lemore, Angelic Armor, Bloodroot Poison,
    Deck: 9 Discard: 1 Buried: 3
    Hero Points: 2
    Used Accessory re-roll: Y
    NOTES:
    Available Support: Dagger, Crossbow, Shield, 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): Splashbolt Crossbow, Boots of Alacrity, Corrosion, Venomous Dagger, Blessing of the Savored Sting, Gem of Physical Prowess (Core), Forensic Physician, Limning Starknife
    Recharged: Cerulean Mastermind,
    Discard Pile: Robe of Items,
    Buried Pile: Blessing of the Quartermaster, Master of Masters, The Joke,

    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

    Move to Ruin on closing. Hour of the Eternal Rose. Start of turn examine top card of Ruin: Henchman Proxy A2. Move to Campsite and explore.

    Campsite 1: Jasan Adriel. Character power adds 1d6. Charisma 11: 2d6 ⇒ (6, 2) = 8 Failed and banished. Hand is empty so Desperate does nothing. At end of turn, heal Marksman's Bow.

    Adowyn wrote:

    Hand: Staff of Greater Healing, Archer's Bracers, Major Cure, Snow Leopard, Leryn (Ally), Cure,

    Displayed: Leryn (Cohort), Blessing of Wind and Waves,
    Deck: 14 Discard: 0 Buried: 1
    Current Location: Campsite
    Hero Points: 0
    6-6B Playmat: available
    6-6B Reroll: available
    NOTES:
    Available Support: Use anything marked feel free to use without asking.
    Feel free to use:
    - Cure: Heal 1d4+1 cards.
    - Snow Leopard: On a combat check, recharge to add 1d4.
    Ask in Discord before using:
    - N/A
    Movement: Move to Campsite next

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Nirmathas Longbow, Headband of the Wolf, Aspect of the Wolf, Efficient Quiver, Balmberry, Stag, Thorn Bow, Blessing of Gozreh, Blessing of the Ancients, Marksman's Bow, Blessing of Old Deadeye, Hatchetbird, Hellknight Plate, Fox
    Recharged:
    Discard Pile:
    Buried Pile: Blessing of Erastil,

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

    Ruin 4 examined: Henchman Proxy / Vampire
    Campsite 1 banished


    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 5 Rivani/Zalarian Urgathoa's Gluttony
    Hour Rules: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.

    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: Base->River
    examine top 3 cards of location deck:
    River Card 1: Henchman Proxy A4
    River Card 2: Wand of Flame
    River Card 3: Catoblepas TRIGGER use power to recharge dominate and keep there.

    Location Powers: On your check, you may discard a card to reroll a die.

    consulting with group and checking changes


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

    Will go ahead and prepare for it by burying Boors to draw Melee weapon and then ranged weapon
    Melee - Dancing Dagger
    Ranged - Guardian Bow
    will pick Dancing Dagger

    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.

    Will display chain lightning

    Random Roll: 1d6 ⇒ 21d6 ⇒ 5 Each local character must succeed at a Constitution or Fortitude 10 check or suffer 1 Poison damage and the scourge Poisoned.
    Difficulty of first increased by 5

    Constitution Check DC 10: 1d6 + 1d4 ⇒ (4) + (1) = 5 No Success; discard Life Drain since power will require more recharging

    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.

    Recharge Clairvoyance to freely reveal Dancing Dagger and then recharge Vampiric Touch to use chain lightning and have Ramexes bury BotG and recharge a card to copy hour to bless twice.

    Arcane INT Check DC 10+12+5=27: 1d12 + 6 + 3d6 + 2d12 + 1d4 + 1d4 ⇒ (3) + 6 + (3, 5, 6) + (9, 5) + (4) + (1) = 42 Success; determine next difficulty
    2nd check difficulty: 1d6 ⇒ 2
    Will recharge Dancing Dagger to use Disintegrate and have Razak bury blessing and recharge card
    Arcane INT Check DC 10+12+2=24: 1d12 + 6 + 4d6 + 1d12 + 1d4 ⇒ (11) + 6 + (5, 2, 3, 1) + (1) + (1) = 30
    Success..will now attempt to close burying The Foreign Trader to bless and add int die plus steal soul plus Adowyn's wind and waves
    Constitution Check DC 5+6=11: 1d6 + 1d6 + 2d6 + 1d12 + 1d4 ⇒ (2) + (6) + (4, 5) + (1) + (3) = 21 success; will move to base to draw Moise and heal 1 to remove poisoned and then display supporter and try to use leech to heal
    Leech Healing: 1d4 - 1 ⇒ (3) - 1 = 2 Rivani (Phrenic Master) has all cards in her discard pile healed: (Life Drain). Deck shuffled.

    Rivani Ends her turn

    Reminder of Scenario changes:

    During This Adventure:
    Harrow Suit: Books

    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 Onslaughts wildcard Desperate.

    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: Before acting against a story bane, roll 1d6:

    1. Each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4+1 Fire damage.
    2. Each local character must succeed at a Constitution or Fortitude 10 check or suffer 1 Poison damage and the scourge Poisoned.
    3. Each local character must succeed at a Wisdom or Perception 10 check or suffer the scourge Dazed.
    4. Suffer 1d4 Force damage.
    5. Bury an ally or a blessing.
    6. Discard a random card from your hand or bury a random card from your discards.

    Wildcards
    Desperate:When you encounter a boon and do not acquire it, discard a card.Scenario Setup
    Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead. Zenobia has corrupted this encampment.
    Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6The Vampires are ready for a fight!

    Rivani attempts to recover all cards in her Recovery pile.
    Chain Lightning: Arcane 10: 1d12 + 6 + 1d4 ⇒ (4) + 6 + (3) = 13 -> Chain Lightning recharged .
    Disintegrate: Arcane 16: 1d12 + 6 + 1d4 ⇒ (12) + 6 + (1) = 19 -> Disintegrate recharged .

    Rivani resets her hand.

    "

    Rivani (Phrenic Master) wrote:

    Hand: Fate-reader Lenses, Disintegrate, Major Harrowing, Life Drain, Dust of Revealing, Infernal Healing, Dancing Dagger, Leech,

    Displayed: Steal Soul, Moise,
    Deck: 15 Discard: 0 Buried: 3
    Hero Points: 2
    reroll last used: 6-5D / Hero Point: 6-6B
    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, Clairvoyance, Dominate, Blessing of the Sages, The First, The Lady of Mysteries, The Peacock, Fortune-teller, Vindicator, Serithial, Bound Imp, Death's Touch, Vampiric Touch
    Recharged: Chain Lightning, Disintegrate 2,
    Discard Pile:
    Buried Pile: Aviva Racovick, Boors, The Foreign Trader,

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

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

    "

    [u]Summary[/u]
    Current Location: Base
    Acquired: Dancing Dagger from random
    Moise

    Banished: All cards at river
    Examined: None
    Random Card(s) Used: Weapons 1-4
    Displayed: None
    Other Player(s) Resources Used: blessing and a recharge from Ramexes (BotG) and Ranzak
    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.

    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: Books

    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 Onslaughts wildcard Desperate.

    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: Before acting against a story bane, roll 1d6:

    1. Each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4+1 Fire damage.
    2. Each local character must succeed at a Constitution or Fortitude 10 check or suffer 1 Poison damage and the scourge Poisoned.
    3. Each local character must succeed at a Wisdom or Perception 10 check or suffer the scourge Dazed.
    4. Suffer 1d4 Force damage.
    5. Bury an ally or a blessing.
    6. Discard a random card from your hand or bury a random card from your discards.

    Wildcards
    Desperate:When you encounter a boon and do not acquire it, discard a card.Scenario Setup
    Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead. Zenobia has corrupted this encampment.
    Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6The Vampires are ready for a fight!

    Additional Rules: Story Banes

    Danger: Vampire
    Villain: Zenobia Zenderholm (Zenobia Zanthret)
    Henchmen (Closing): Vampires-Proxy A

    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.

    Zenobia Zenderholm:

    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.

    Zombie Minions:

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

    Scenario Level (#): 6

    Turn: 13, Ramexes/Gimry

    Random Cards:

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

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

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

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

    Spoiler:
    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.

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

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

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

    Spoiler:
    Soultrapping Gem
    CotCT
    Barrier 6
    Traits:
    Magic
    Trap
    To Defeat:
    None 0
    Display this barrier. While displayed:
    * You may not move or explore.
    * At the start of a local character's turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier.
    * When your 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:
    Speed Battleaxe
    CotCT
    Weapon 5
    Traits:
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.

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

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

    Spoiler:
    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:
    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.


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

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


    Spoiler:
    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.


    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.


    Armors
    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:
    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:
    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:
    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:
    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:
    Staff of Greater Necromancy
    CotCT
    Item 6
    Traits:
    Arcane
    Attack
    Divine
    Loot
    Magic
    Staff
    To Acquire:
    Arcane
    Divine 12
    For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
    If proficient, at the end of your turn, bury to heal 1d4+1 allies.

    Spoiler:
    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.

    Spoiler:
    The Lost Harrows
    CotCT
    Item 6
    Traits:
    Gambling
    Harrow
    Magic
    Tool
    To Acquire:
    Intelligence
    Knowledge 12
    Display and choose any skill. While displayed:
    * Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
    * When you fail a check using that skill, bury this card.

    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:
    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:
    Formian Myrmidon
    CotCT
    Ally 6
    Traits:
    Aristocrat
    Formian
    To Acquire:
    Intelligence
    Knowledge 15
    OR Charisma
    Diplomacy 14
    On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
    Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.

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

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

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

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

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

    Spoiler:
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    Veteran
    When this is the hour: You may avenge by discarding a card.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Spoiler:
    The Tangled Briar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.

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

    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: 17

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 1 Ranzak/Iceman91
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 2 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 2 Adowyn/skizzerz
    The Avalanche
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
    To Acquire:
    Dexterity
    Survival 4+#
    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
    Hourglass Card 3 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 3 Rivani/Zalarian
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 4 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 4 Ramexes/Gimry
    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 5 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 5 Ranzak/Iceman91
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played.
    To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Hourglass Card 6 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 6 Adowyn/skizzerz
    The Queen Mother
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Knowledge check is blessed.
    To Acquire:
    Wisdom
    Knowledge 4+#
    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
    Hourglass Card 7 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 7 Rivani/Zalarian
    Old Deadeye
    Core
    Blessing 3
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: On your check, if you are at a Wild location, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Survival 8
    On any check, discard to bless.
    On a Dexterity or Survival check, discard to bless twice.
    Discard to explore.
    Recharge to explore a Wild location.
    Hourglass Card 8 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 8 Ramexes/Gimry
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 9 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 9 Ranzak/Iceman91
    Our Lord In Iron
    Core
    Blessing 3
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 8
    On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
    Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
    Hourglass Card 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
    The Prince of Pain
    Core
    Blessing 3
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
    To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
    Hourglass Card 12 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 12 Ramexes/Gimry
    The Bear
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your Strength check, add 2.
    To Acquire:
    Strength
    Acrobatics 4+#
    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.
    Hourglass Card 13 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 13 Ranzak/Iceman91
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 14 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 14 Adowyn/skizzerz
    Blackfingers
    Core
    Blessing 3
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
    To Acquire:
    Craft
    Divine
    Stealth 8
    On any check, discard to bless.
    On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
    Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
    Hourglass Card 15 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 15 Rivani/Zalarian
    The Survivor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless; if this would add 1d4, bless twice instead.
    Discard to explore.
    Hourglass Card 16 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 16 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 17 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 17 Ranzak/Iceman91
    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.

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

    Base Card 1 (Ketrik):
    Ketrik
    None
    Supporter 2
    Traits:
    Human
    Fighter
    Veteran
    Display. While displayed:
    • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
    • [] You may bury to draw 3 new armors, then banish 2 of them.
    If we move now, we might be able to get to them before their army can get to us.
    Base Card 2 (Pathfinder Bodyguard):
    Pathfinder Bodyguard
    None
    Supporter 0
    Traits:
    Human
    Fighter
    Display. While displayed:
    • When a local character suffers damage, you may bury to reduce it to 0.
    • [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
    Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.
    Base Card 3 (Pathfinder Chronicler):
    Pathfinder Chronicler
    None
    Supporter 0
    Traits:
    Human
    Bard
    Display. While displayed:
    • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
    • [] You may bury to examine the top 3 cards of any location.
    Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?

    Location #1: Campsite
    Wild
    At This Location: At the end of your turn, you may heal a card.
    When Closing: Choose 3 different types of boons, then recharge a boon of each type.
    When Permanently Closed: No effect.
    M: 4 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Adowyn/skizzerz, Hippogriff Rider, Silver War Paint, Henchman Proxy A3, Banshee, Horrorbane Heavy Pick, Ghoul, Salvator Scream, Ember Ghoul
    Campsite Card 1:
    Salvator Scream
    CotCT
    Ally 4
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 10
    OR Knowledge 9
    On a local Knowledge or Perception check, recharge to add 1d8.
    Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
    Campsite Card 2:
    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.
    Campsite Card 3:
    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.

    Campsite Card 4:
    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.
    Campsite Card 5:
    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.
    Campsite 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.
    Campsite Card 7:
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Campsite Card 8:
    Silver War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 5
    Display. While displayed:
    * When you suffer Combat damage, reduce it by 1.
    * When you would discard cards as Combat damage, you may recharge them instead.
    * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.

    Location #3: Graveyard
    Sacred
    Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Graveyard Card 1 (Zenobia Zenderholm):
    Zenobia Zenderholm
    CotCT
    Story Bane 6
    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.
    Graveyard Card 2 (Warsworn):
    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.
    Graveyard Card 3:
    Warlord Devil
    CotCT
    Monster 6
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 26
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
    If undefeated, suffer the scourge Wounded.
    Graveyard Card 4:
    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.
    Graveyard Card 5:
    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.
    Graveyard Card 6:
    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.
    Graveyard Card 7:
    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.
    Graveyard Card 8:
    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.

    Location #6: 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: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Ramexes/Gimry, Ranzak/Iceman91, 2 trap counters
    Ruin Card 1 (Henchman Proxy A2):
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    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:
    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.
    Ruin Card 4:
    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.
    Ruin Card 5:
    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.
    Ruin Card 6:
    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.

    Location #7: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1:
    Hellknight Plate
    CotCT
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 13
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 2.
    * 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.
    * On your combat or Diplomacy check, you may discard to add 1d10.
    Cards Not In the Box Card 2:
    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.
    Cards Not In the Box Card 3:
    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.
    Cards Not In the Box Card 4:
    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.
    Cards Not In the Box Card 5:
    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.
    Cards Not In the Box Card 6:
    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.


    Deck Handler

    Recharge Thieves' Tools to bury Blessing of Yaezhing.

    Ranzak wrote:

    Hand: Dancing Dagger, Venomous Heavy Crossbow +2, Kazavon's Shield, Ring of Regeneration, Embalming Fluid, Blessing of Wadjet,

    Displayed: Jayna Lemore, Angelic Armor, Bloodroot Poison,
    Deck: 10 Discard: 1 Buried: 4
    Hero Points: 2
    Used Accessory re-roll: Y
    NOTES:
    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): Forensic Physician, Gem of Physical Prowess (Core), Venomous Dagger, Splashbolt Crossbow, Blessing of the Savored Sting, Boots of Alacrity, Limning Starknife, Corrosion
    Recharged: Cerulean Mastermind, Thieves' Tools (Core),
    Discard Pile: Robe of Items,
    Buried Pile: Blessing of the Quartermaster, Master of Masters, The Joke, Blessing of Yaezhing,

    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)

    ========================
    Ramexes starts his turn.
    Hour: Abadar's Law
    Hour Power:On your check to close or to guard, add 1d4.
    Location: Ruin
    Location Power:When a monster is undefeated, shuffle a new monster into the location.
    During This Adventure:
    Scenario Powers:

  • Before acting against a story bane, roll 1d6:
  • 1. Each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4+1 Fire damage.
  • 2. Each local character must succeed at a Constitution or Fortitude 10 check or suffer 1 Poison damage and the scourge Poisoned.
  • 3. Each local character must succeed at a Wisdom or Perception 10 check or suffer the scourge Dazed.
  • 4. Suffer 1d4 Force damage.
  • 5. Bury an ally or a blessing.
  • 6. Discard a random card from your hand or bury a random card from your discards.
  • Wildcards
  • Desperate:When you encounter a boon and do not acquire it, discard a cardScenario Setup
  • Unhallowed:On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead. Zenobia has corrupted this encampment.
  • Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6. The Vampires are ready for a fight!

    Stay at Ruin to help guard if needed

    "

    Ramexes wrote:

    Hand: Thundering Earthbreaker, Giantbane Greataxe, Divine Fortune, Major Cure, The Healing Light,

    Displayed: Steal Soul,
    Deck: 17 Discard: 0 Buried: 1
    Current Location: Ruin
    Hero Points: 0
    NOTES:
    Available Support:
    Other: Paizo reroll used for scenario 6-6B?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Mountain Man, Darb Tuttle, Lyrune-Qua Truthspeaker, Gorum's Iron, Abadar's Law, Ukwar Axe, Angelic Armor, Regill (Hellknight of the Nail), Flamer (Druid of the Flame), Clib (Clockwork Librarian), Our Lord In Iron, Hellknight Plate, Staff of Minor Healing, Divine Insight, Wand of Restorative Touch, Dragonbane Greatsword
    Recharged: Icy Prison,
    Discard Pile:
    Buried Pile: Blessing of the Gods,

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

    Favored Card: Weapons
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
    Proficiencies:
    Weapons
    POWERS:
    When you defeat a monster, you may examine the top card (☑ or top 2 cards) of your location deck.
    You may recharge (☑ or reveal) a card that has the Divine trait to add 1d8 (☑ +1 ) and the Fire (☑ or Acid or Poison) trait to your combat check.
    You may bury an ally from your discard pile to explore your location.
    ☑ When you discard a weapon for its power, you may first recharge a random card from your discards.
    ☑ 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's turn
    Hour of Shelyn's Song
    When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

    SoT: Ring recharge Robes

    Give Blessing of Wadjet to Ramexes
    to fuel his Touch of Flame

    Move to Graveyard
    Monsters you encounter gain the Undead trait and are immune to Mental and Poison.

    End turn
    Discard Ring and Shield when resetting

    Ranzak wrote:

    Hand: Dancing Dagger, Venomous Heavy Crossbow +2, Venomous Dagger, Splashbolt Crossbow, Corrosion, Embalming Fluid, Forensic Physician, Blessing of the Savored Sting,

    Displayed: Jayna Lemore, Angelic Armor, Bloodroot Poison,
    Deck: 6 Discard: 2 Buried: 4
    Hero Points: 2
    Used Accessory re-roll: Y
    NOTES:
    Available Support: Corrosion, Daggers and Crossbows 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), Boots of Alacrity, Limning Starknife
    Recharged: Cerulean Mastermind, Thieves' Tools (Core), Robe of Items,
    Discard Pile: Ring of Regeneration, Kazavon's Shield,
    Buried Pile: Blessing of the Quartermaster, Master of Masters, The Joke, Blessing of Yaezhing,

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

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


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

    Off-turn: Recharge Blessing of Wind and Waves once River closes. Hour of the Avalanche. Start of turn examine top of Campsite: Salvator Scream. Use playmat power at start of turn to discard Cure to draw Hellknight Plate. Reveal Staff of Greater Healing at start of turn to heal that discarded Cure. Display Hellknight Plate, then explore.

    Campsite 1: Salvator Scream. Character power adds 1d6. Charisma 10: 2d6 ⇒ (2, 2) = 4 Banished. Discard Major Cure to Desperate. Recharge Leryn to examine the top card of Campsite: Ghoul. End turn, healing Major Cure.

    Adowyn wrote:

    Hand: Staff of Greater Healing, Archer's Bracers, Marksman's Bow, Snow Leopard, Cure, Balmberry,

    Displayed: Leryn (Cohort), Hellknight Plate,
    Deck: 14 Discard: 0 Buried: 1
    Current Location: Campsite
    Hero Points: 0
    6-6B Playmat: used
    6-6B Reroll: available
    NOTES:
    Available Support: Use anything marked feel free to use without asking.
    Feel free to use:
    - N/A
    Ask in Discord before using:
    - Cure: Heal 1d4+1 cards. (I need this card to guard Campsite; only use if we aren't going after villain this round)
    - Snow Leopard: On a combat check, recharge to add 1d4. (I need this card to guard Campsite; only use if we aren't going after villain this round)
    Movement: N/A

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Major Cure, Aspect of the Wolf, Thorn Bow, Blessing of Gozreh, Nirmathas Longbow, Leryn (Ally), Fox, Blessing of the Ancients, Blessing of Old Deadeye, Hatchetbird, Stag, Headband of the Wolf, Blessing of Wind and Waves, Efficient Quiver
    Recharged:
    Discard Pile:
    Buried Pile: Blessing of Erastil,

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

    Campsite 1 banished.
    Campsite 2 examined.


    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: 16 - Hourglass Card 3 Rivani/Zalarian Orison
    Hour Rules: None

    SOT: None
    Give Card: None

    Discard Fate-Reader lenses to examine/reorder Ruin:
    Keep order same

    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 Base

    Explore and grab pathfinder bodyguard and draw a card (Dominate)
    Discard Leech to explore and grab Pathfinder Chronicler and recharge dominate, Life drain and dust of Revealing..reward allows to move so will move to Ruin

    Display Major Harrowing at Ruins, Display Infernal Healing, display Chronicler and Body Guard

    Rivani Ends her turn

    Reminder of Scenario changes:

    During This Adventure:
    Harrow Suit: Books

    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 Onslaughts wildcard Desperate.

    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: Before acting against a story bane, roll 1d6:

    1. Each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4+1 Fire damage.
    2. Each local character must succeed at a Constitution or Fortitude 10 check or suffer 1 Poison damage and the scourge Poisoned.
    3. Each local character must succeed at a Wisdom or Perception 10 check or suffer the scourge Dazed.
    4. Suffer 1d4 Force damage.
    5. Bury an ally or a blessing.
    6. Discard a random card from your hand or bury a random card from your discards.

    Wildcards
    Desperate:When you encounter a boon and do not acquire it, discard a card.Scenario Setup
    Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead. Zenobia has corrupted this encampment.
    Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6The Vampires are ready for a fight!

    Rivani attempts to recover all cards in her Recovery pile.

    Rivani resets her hand. At beginning of Ramexes turn will send Bound Imp to recovery to draw 2 cards (Serithial, The Peacock)

    "

    Rivani (Phrenic Master) wrote:

    Hand: Dancing Dagger, Disintegrate, Headband of Mental Superiority, Vindicator, The Lady of Mysteries, Fortune-teller, Vampiric Touch, Serithial, The Peacock,

    Displayed: Steal Soul, Moise, Major Harrowing, Infernal Healing, Pathfinder Bodyguard, Pathfinder Chronicler,
    Deck: 9 Discard: 2 Buried: 3
    Hero Points: 2
    reroll last used: 6-5D / Hero Point: 6-6B
    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): Blessing of the Sages, The First, Death's Touch, Clairvoyance
    Recharged: Chain Lightning, Disintegrate 2, Dominate, Life Drain, Dust of Revealing,
    Discard Pile: Fate-reader Lenses, Leech,
    Buried Pile: Aviva Racovick, Boors, The Foreign Trader,

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

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

    "

    [u]Summary[/u]
    Current Location: Ruins
    Acquired: None
    Banished: None
    Examined: Ruin Card 1 (Henchman Proxy A2)
    Ruin Card 2: Fireball Beads
    Ruin Card 3: Friendly Game of Sredna

    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.

    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: Books

    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 Onslaughts wildcard Desperate.

    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: Before acting against a story bane, roll 1d6:

    1. Each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4+1 Fire damage.
    2. Each local character must succeed at a Constitution or Fortitude 10 check or suffer 1 Poison damage and the scourge Poisoned.
    3. Each local character must succeed at a Wisdom or Perception 10 check or suffer the scourge Dazed.
    4. Suffer 1d4 Force damage.
    5. Bury an ally or a blessing.
    6. Discard a random card from your hand or bury a random card from your discards.

    Wildcards
    Desperate:When you encounter a boon and do not acquire it, discard a card.Scenario Setup
    Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead. Zenobia has corrupted this encampment.
    Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6The Vampires are ready for a fight!

    Additional Rules: Story Banes

    Danger: Vampire
    Villain: Zenobia Zenderholm (Zenobia Zanthret)
    Henchmen (Closing): Vampires-Proxy A

    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.

    Zenobia Zenderholm:

    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.

    Zombie Minions:

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

    Scenario Level (#): 6

    Turn: 17, Ramexes/Gimry

    Random Cards:

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

    Spoiler:
    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:
    Scarlet Walker
    CotCT
    Monster 6
    Traits:
    Outsider
    Sorcerer
    To Defeat:
    Combat 27
    OR Arcane
    Divine 14
    Immune to Acid, Cold, and Poison.
    Resistant to Attack.
    Before acting, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discards.

    Spoiler:
    Meladaemon
    CotCT
    Monster 6
    Traits:
    Fiend
    Outsider
    To Defeat:
    Combat 24
    Immune to Acid and Poison.
    Resistant to Cold, Electricity, and Fire.
    Before acting, each local character must succeed at a Constitution or Fortitude 11 check or suffer the scourge Exhausted.
    If undefeated, suffer the scourge Plagued.

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

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

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

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

    Spoiler:
    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.

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

    Spoiler:
    Commander's Falchion
    CotCT
    Weapon 6
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Charisma
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Shocking Sawtooth Saber
    CotCT
    Weapon 6
    Traits:
    Electricity
    Finesse
    Magic
    Melee
    Red Mantis
    Slashing
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 16
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8.
    If proficient, you may additionally discard to add another 1d8+6.

    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:
    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.

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

    Spoiler:
    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.


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

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


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

    Spoiler:
    The Lost Harrows
    CotCT
    Item 6
    Traits:
    Gambling
    Harrow
    Magic
    Tool
    To Acquire:
    Intelligence
    Knowledge 12
    Display and choose any skill. While displayed:
    * Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
    * When you fail a check using that skill, bury this card.

    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:
    Third Eye
    CotCT
    Item 6
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Arcane
    Divine
    Perception 13
    Display. While displayed:
    * At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it.
    * On your Perception check, you may freely draw this card to add 1d10.
    * You may freely reload to ignore a power that happens when you examine a card.

    Spoiler:
    Lyre of Storms
    CotCT
    Item 6
    Traits:
    Instrument
    Magic
    To Acquire:
    Charisma
    Divine 12
    On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity.
    At the end of any turn, discard this card to let any number of other characters move.

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

    Spoiler:
    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:
    Venster Arabasti
    CotCT
    Ally 6
    Traits:
    Ghost
    Undead
    To Acquire:
    Charisma
    Diplomacy 14
    OR Banish A Harrow Card 0
    Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
    If the hour is a Harrow blessing, discard to draw it.

    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:
    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.

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

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

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

    Spoiler:
    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.

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

    Current Hour:

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

    Hours Remaining: 13

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 1 Ranzak/Iceman91
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played.
    To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Hourglass Card 2 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 2 Adowyn/skizzerz
    The Queen Mother
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Knowledge check is blessed.
    To Acquire:
    Wisdom
    Knowledge 4+#
    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
    Hourglass Card 3 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 3 Rivani/Zalarian
    Old Deadeye
    Core
    Blessing 3
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: On your check, if you are at a Wild location, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Survival 8
    On any check, discard to bless.
    On a Dexterity or Survival check, discard to bless twice.
    Discard to explore.
    Recharge to explore a Wild location.
    Hourglass Card 4 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 4 Ramexes/Gimry
    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 5 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 5 Ranzak/Iceman91
    Our Lord In Iron
    Core
    Blessing 3
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 8
    On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
    Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
    Hourglass Card 6 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 6 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 7 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 7 Rivani/Zalarian
    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 8 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 8 Ramexes/Gimry
    The Bear
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your Strength check, add 2.
    To Acquire:
    Strength
    Acrobatics 4+#
    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.
    Hourglass Card 9 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 9 Ranzak/Iceman91
    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 10 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 10 Adowyn/skizzerz
    Blackfingers
    Core
    Blessing 3
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
    To Acquire:
    Craft
    Divine
    Stealth 8
    On any check, discard to bless.
    On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
    Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
    Hourglass Card 11 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 11 Rivani/Zalarian
    The Survivor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless; if this would add 1d4, bless twice instead.
    Discard to explore.
    Hourglass Card 12 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 12 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 13 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 13 Ranzak/Iceman91
    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.

    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: None

    Base Card 1 (Ketrik):
    Ketrik
    None
    Supporter 2
    Traits:
    Human
    Fighter
    Veteran
    Display. While displayed:
    • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
    • [] You may bury to draw 3 new armors, then banish 2 of them.
    If we move now, we might be able to get to them before their army can get to us.
    Base Card 2 (Pathfinder Chronicler):
    Pathfinder Chronicler
    None
    Supporter 0
    Traits:
    Human
    Bard
    Display. While displayed:
    • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
    • [] You may bury to examine the top 3 cards of any location.
    Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?

    Location #1: Campsite
    Wild
    At This Location: At the end of your turn, you may heal a card.
    When Closing: Choose 3 different types of boons, then recharge a boon of each type.
    When Permanently Closed: No effect.
    M: 4 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Adowyn/skizzerz, Hippogriff Rider, Silver War Paint, Henchman Proxy A3, Banshee, Horrorbane Heavy Pick, Ember Ghoul
    Campsite Card 1 (Ghoul):
    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.
    Campsite Card 2:
    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.

    Campsite Card 3:
    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.
    Campsite Card 4:
    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.
    Campsite Card 5:
    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.
    Campsite Card 6:
    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.
    Campsite Card 7:
    Silver War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 5
    Display. While displayed:
    * When you suffer Combat damage, reduce it by 1.
    * When you would discard cards as Combat damage, you may recharge them instead.
    * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.

    Location #3: Graveyard
    Sacred
    Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Ranzak/Iceman91, None
    Graveyard Card 1 (Zenobia Zenderholm):
    Zenobia Zenderholm
    CotCT
    Story Bane 6
    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.
    Graveyard Card 2 (Warsworn):
    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.
    Graveyard Card 3:
    Warlord Devil
    CotCT
    Monster 6
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 26
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
    If undefeated, suffer the scourge Wounded.
    Graveyard Card 4:
    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.
    Graveyard Card 5:
    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.
    Graveyard Card 6:
    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.
    Graveyard Card 7:
    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.
    Graveyard Card 8:
    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.

    Location #6: 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: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Rivani/Zalarian, Ramexes/Gimry, 2 trap counters
    Ruin Card 1 (Henchman Proxy A2):
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Ruin Card 2 (Fireball Beads):
    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 (Friendly Game of Sredna):
    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.
    Ruin Card 4:
    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.
    Ruin Card 5:
    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.
    Ruin Card 6:
    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.

    Location #7: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1:
    Hellknight Plate
    CotCT
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 13
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 2.
    * 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.
    * On your combat or Diplomacy check, you may discard to add 1d10.
    Cards Not In the Box Card 2:
    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.
    Cards Not In the Box Card 3:
    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.
    Cards Not In the Box Card 4:
    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.
    Cards Not In the Box Card 5:
    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.
    Cards Not In the Box Card 6:
    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.


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

    Performing guard of Ruins that will either happen on one of the next 3 turns:

    On Ramexes turn, will bury Moise to draw a card (The First) and optionally recharge(Vampiric Touch) and draw a card (Blessing of the Sages)

    Rivani (Phrenic Master) wrote:

    Hand: Dancing Dagger, Disintegrate, Headband of Mental Superiority, Vindicator, The Lady of Mysteries, Fortune-teller, Blessing of the Sages, Serithial, The Peacock, The First,

    Displayed: Steal Soul, Major Harrowing, Infernal Healing, Pathfinder Bodyguard, Pathfinder Chronicler,
    Deck: 8 Discard: 2 Buried: 4
    Hero Points: 2
    reroll last used: 6-5D / Hero Point: 6-6B
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move order preference: Dunes, Bridge, Swamp, Ravine, Cliff, Mountain
    Other: Upgrade List: Spell 6 (Dominate)

    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.

    Before acting against a story bane: 1d6 ⇒ 41d4 ⇒ 1 1 force damage; costs an extra card to recharge so will discard Fortune-teller

    Vampire combat DC difficulty: 1d6 ⇒ 5
    Recharge Headband to reveal Serithial, recharge Dancing Dagger to use character card and recharge Disintegrate for Knowledge+steal soul+Major Harrowing of 3
    INT Knowledge Acrobatics Check DC 10+12+5=27: 1d12 + 6 + 1d12 + 4 + 2d6 + 1d4 + 3 ⇒ (5) + 6 + (9) + 4 + (1, 2) + (3) + 3 = 33 Success

    Vampire combat DC difficulty: 1d6 ⇒ 2
    Recharge Blessing of Sages to reveal Serithial, recharge Serithial to use character card and recharge The Lady of Mysteries for Knowledge+steal soul+Major Harrowing of 3
    INT Knowledge Acrobatics Check DC 10+12+2=24: 1d12 + 6 + 1d12 + 4 + 2d6 + 1d4 + 3 ⇒ (9) + 6 + (11) + 4 + (5, 5) + (1) + 3 = 44 Success; ruins is guarded; hand is as follows

    Rivani (Phrenic Master) wrote:

    Hand: Vindicator, The Peacock, The First,

    Displayed: Steal Soul, Major Harrowing, Infernal Healing, Pathfinder Bodyguard, Pathfinder Chronicler,
    Deck: 14 Discard: 3 Buried: 4
    Hero Points: 2
    reroll last used: 6-5D / Hero Point: 6-6B
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move order preference: Dunes, Bridge, Swamp, Ravine, Cliff, Mountain
    Other: Upgrade List: Spell 6 (Dominate)


    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: Gozreh’s Growth
    Hour Power:On your check against an Animal or Elemental card, add 1d4.
    Location: Ruin
    Location Power:When a monster is undefeated, shuffle a new monster into the location.
    During This Adventure:
    Scenario Powers:

  • Before acting against a story bane, roll 1d6:
  • 1. Each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4+1 Fire damage.
  • 2. Each local character must succeed at a Constitution or Fortitude 10 check or suffer 1 Poison damage and the scourge Poisoned.
  • 3. Each local character must succeed at a Wisdom or Perception 10 check or suffer the scourge Dazed.
  • 4. Suffer 1d4 Force damage.
  • 5. Bury an ally or a blessing.
  • 6. Discard a random card from your hand or bury a random card from your discards.
  • Wildcards
  • Desperate:When you encounter a boon and do not acquire it, discard a cardScenario Setup
  • Unhallowed:On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead. Zenobia has corrupted this encampment.
  • Harrow of Books: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6. The Vampires are ready for a fight!

    Here we go!

    Zenobia Zenderholm:

    CotCT
    Story Bane 6
    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.

    BYA: 1d6 ⇒ 3

  • 3. Each local character must succeed at a Wisdom or Perception 10 check or suffer the scourge Dazed.

    Use Savored Sting here
    Savored Sting: 1d4 + 1d6 + 1d8 + 1d10 ⇒ (1) + (1) + (1) + (8) = 11
    Wisdom 10: 1d4 + 1d6 + 1d4 + 8 ⇒ (4) + (6) + (1) + 8 = 19

    Roll Details:

    Wisdom - 1d4
    Divine Fortune - 1d6
    Steal Soul - 1d4
    Blessing of Savored Sting - 8

    So for the Con/Fort check, if Ranzak gets Dazed. I could do 1d8+1d6+1d4+1d8 with a blessing, but I think even dazed Ranzak would have a better shot

    Spoiler:

    Combat: 1d6 ⇒ 1
    Combat 23(22+1): 1d8 + 5 + 1d12 + 1 + 1d8 + 1d4 + 1d6 + 1d8 + 1d4 + 1d4 ⇒ (1) + 5 + (9) + 1 + (8) + (1) + (6) + (4) + (3) + (3) = 41
    Roll Details:

    Combat(Melee) - 1d8+5
    Giantbane Greataxe - 1d12+1
    Discard - 1d8
    Steal Soul - 1d4
    Divine Fortune - 1d6
    Blessed - 1d8
    Dancing Dagger - 1d4
    Snow Leopard - 1d4

    Reveal Major Cure for Touch of Flame
    Use the Wadjet that Ranzak gave me to bless

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