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

Game Master Nathan Davis

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

Shared Tracker (Hands/Loot/Supporters)

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


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

Out of Turn Updates: beginning of Adowyns turn send Imp to recovery to draw 2 (clairvoyance; staff of greater necromancy ); wounded healed by Adowyn
Rivani (Phrenic Master) attempts to recover all cards in her Recovery pile.
Bound Imp: Arcane 8: 1d12 + 6 ⇒ (2) + 6 = 8 -> Bound Imp recharged .

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

Turn - Hour: 2 - Sarenrae's Light
Hour Rules: When you heal, you may heal an additional card.

SOT: Plague check..Noone appears to be at my location and/or still plagued
Give Card: None

Will use Clairvoyance on Laboratory
Laboratory Card 1: Lyrune-quah Moon Maiden
Laboratory Card 2: Haughty Nobles
Laboratory Card 3: Catoblepas TRIGGER recharge Andachi for poison damage and place on top

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->Laboratory not examine

Location Powers: When you fail a check to defeat a bane, suffer 1 Acid damage.

Encounter Catoblepas using dominate to evade and search for a boon..
Laboratory Card 3: Catoblepas
Laboratory Card 1: Lyrune-quah Moon Maiden
Laboratory Card 2: Haughty Nobles
Laboratory Card 4: Exploding Runes
Laboratory Card 5: Ember Ghoul
Laboratory Card 6: Taniniver
Laboratory Card 7: Dust of Revealing
Laboratory Card 8: Disintegrate
Laboratory Card 9: Brooch of Protection
Laboratory Card 10: Major Harrowing
Will pick Major Harrowing and display at Laboratory then discard The Lady of Mysteries to draw 3 cards (The Foreign Trader, Steal Soul, Fortune-Teller), recharge 3 (Fortune Teller, Vindicator, Blessing of the Sages ) and then explore.

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.

Random Laboratory Card: 1d9 ⇒ 9 Brooch of Protection
Explore: Laboratory Card 9: Brooch of Protection

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.

Arcane INT Check DC 10 with Major Harrowing: 1d12 + 6 + 3 ⇒ (6) + 6 + 3 = 15 Auto Success

Rivani Ends her turn burying The Foreign Trader for Plague check
Constitution Check DC 3+6=9/14: 1d6 + 1d6 + 1d12 ⇒ (5) + (6) + (2) = 13 Success but not complete success
Roll PAIZO REROLL: 13 - 2 + 1d6 ⇒ 13 - 2 + (3) = 14 success plagued is removed

Reminder of Scenario changes:

During This Adventure:

Spoiler:
Harrow Suit: Stars

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

Shared Tracker (Hands/Loot/Supporters)

During This Scenario: Setup: Remove Red Mantis barriers from the vault for this scenario.

Add the Perils wildcard Unhallowed and the Harrows wildcard Harrow of Hammers.

Each character suffers the scourges Plagued and Wounded.

During This Scenario: Display the story banes Kayltanya and Koriantu next to random different locations. On your combat check, if Kayltanya is displayed at your location, you may reroll 1 die. When you defeat a monster, if Koriantu is displayed at your location, you may heal 1 card. When a location at which Kayltanya or Koriantu is displayed closes, banish that story bane.

After you reset and when you close a location, if your maximum hand size exceeds the number of cards in your discards, discard a card from your deck and a card from your hand.

On a distant check, after playing a card, suffer 1d4+1 Combat damage.

Wildcards
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. Scenario Setup
Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.Scenario Setup
Desperate: When you encounter a boon and do not acquire it, discard a card. The dragon will not easily part with his riches.
Harrow of Crowns: The difficulty of checks against summoned banes is increased by 4.The demilich enhances anyone they call to their aid.

Rivani attempts to recover all cards in her Recovery pile.
Clairvoyance: Arcane 11: 1d12 + 6 + 3 ⇒ (10) + 6 + 3 = 19 -> Clairvoyance recharged .
Dominate: Arcane 15: 1d12 + 6 + 3 ⇒ (12) + 6 + 3 = 21 -> Dominate recharged .

Rivani resets her hand.

"

Rivani (Phrenic Master) wrote:

Hand: Steal Soul, Death's Touch, Chain Lightning, Brooch of Protection, Fate-reader Lenses, Staff of Greater Necromancy, The First, The Peacock,

Displayed: Major Harrowing,
Deck: 12 Discard: 1 Buried: 1
Hero Points: 3
reroll last used: 6-6D / Hero Point: 6-6B // Rivani (Phrenic Master) has the following scourges marked:
Plagued:
While Marked:
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.

At the end of your turn, succeed at a Constitution of Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.


NOTES:
Available Support: Blessings are available for use.
Movement: Move order preference: 1st location without anyone and if someone they aren'tplagued: Laboratory, Blood Pool, Dungeons(not alone), Ossuary, Pits, Repository
Other: Upgrade List:

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Vampiric Touch, Headband of Mental Superiority, False Life, Disintegrate, Infernal Healing
Recharged: Bound Imp, Andachi, Fortune-teller, Vindicator, Blessing of the Sages, Clairvoyance, Dominate,
Discard Pile: The Lady of Mysteries,
Buried Pile: 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: Laboratory
Acquired: Laboratory Card 9: Brooch of Protection
Laboratory Card 10: Major Harrowing

Banished: None
Examined: All at Laboratory...see above..location shuffed
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None


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

"========================
Ramexes starts his turn.
Hour: Nethys's Duality
Hour Power:On your check against a spell, add 1d4.
Location: Repository
Location Power:When you fail to acquire a boon, suffer 1d4-1 Poison damage.
During This Adventure:
Scenario Powers:

  • When your location closes, you may display the story bane Kayltanya or the story bane Koriantu next to any location.
  • On your combat check, if Kayltanya is displayed at your location, you may reroll 1 die.
  • When you defeat a monster, if Koriantu is displayed at your location, you may heal 1 card.
  • When your scourge Frightened would be removed, you may discard 1d4 cards from your deck; if you do not or cannot, then do not remove the scourge Frightened.
  • Wildcards
  • 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. Scenario Setup
  • Harrow of Hammers:On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck. Scenario Setup
  • Desperate:When you encounter a boon and do not acquire it, discard a card. The dragon will not easily part with his riches.
  • Harrow of Crowns:The difficulty of checks against summoned banes is increased by 4.The demilich enhances anyone they call to their aid."

    On Rivani's turn. Recharge Staff of Minor Healing to remove Wounded.
    Plaugued - Nobody at my location

    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.

    Melee 15: 1d8 + 6 + 1d8 ⇒ (6) + 6 + (4) = 16

    Roll Details:

    Melee - 1d8+6
    Martial Specialist - 1d8

    Discard Lyrune-Qua Truthspeaker to explore

    Skeleton:

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

    Combat 22(27)(10+6+6): 1d8 + 6 + 1d8 + 1 + 1d8 + 1d8 + 1d8 + 2 ⇒ (4) + 6 + (3) + 1 + (3) + (8) + (7) + 2 = 34

    Roll Details:

    Combat(Melee) - 1d8+6
    Ukwar Axe - 1d8+1
    Reload - 1d8
    Ukwar Axe (Undead) - 1d8
    Touch of Flame - 1d8+2

    Reveal Major Cure for Touch of Flame

    Play Major Cure
    Ramexes has all cards in his discard pile healed: (The Mountain Man, Lyrune-Qua Truthspeaker). Deck shuffled.

    "Ramexes ends his turn.

    Ramexes attempts to recover all cards in his Recovery pile.
    Major Cure: Divine 10: 1d10 + 5 ⇒ (10) + 5 = 15 -> Major Cure recharged.

    Ramexes resets his hand."

    Bury Gorums Iron to Plagued

    "

    Ramexes wrote:

    Hand: Thundering Earthbreaker (2), Thundering Earthbreaker, Shock Greatsword +2, Commander's Falchion, Staff of Minor Healing,

    Displayed:
    Deck: 18 Discard: 0 Buried: 1
    Current Location: Repository
    Hero Points: 0 // Ramexes has the following scourges marked:
    Plagued:
    While Marked:
    At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.

    At the end of your turn, succeed at a Constitution of Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.


    NOTES:
    Other: Paizo reroll used for scenario 6-6C1?: N

    Deck, Discard, Buried:

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

    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 ) (☑ +2 )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 Repository
    Banished Card 2 of Repository


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

    forgot reset scenario power...must discard card from deck (Headband of Mental Superiority) and from hand (Death's Touch)


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

    End of turn discard Earthbreaker(2) from hand and Lyrune-Qua Truthspeaker from deck.

    "

    Ramexes wrote:

    Hand: Thundering Earthbreaker, Shock Greatsword +2, Commander's Falchion, Staff of Minor Healing,

    Displayed:
    Deck: 17 Discard: 2 Buried: 1
    Current Location: Repository
    Hero Points: 0 // Ramexes has the following scourges marked:
    Plagued:
    While Marked:
    At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.

    At the end of your turn, succeed at a Constitution of Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.


    NOTES:
    Other: Paizo reroll used for scenario 6-6C1?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Our Lord In Iron, Divine Insight, Clib (Clockwork Librarian), Divine Fortune, Regill (Hellknight of the Nail), Flamer (Druid of the Flame), Hellknight Plate, Blessing of the Gods, Wand of Restorative Touch, Darb Tuttle, Steal Soul, Abadar's Law, Angelic Armor, Ukwar Axe, The Healing Light, The Mountain Man
    Recharged: Major Cure,
    Discard Pile: Thundering Earthbreaker (2), Lyrune-Qua Truthspeaker,
    Buried Pile: Gorum's Iron,

    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 ) (☑ +2 )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

    Off-turn: no further activity

    Ranzak's turn
    Hour of Cayden Cailean's Revelry
    On your check, you may discard a card to reroll 1 die showing 1 or 2.

    SoT: Wounded discards Kazavon's Shield from deck.

    Move to Blood Pool
    After you discard cards as damage, bury a card from your discards.

    Free explore of #1: Animated Object
    Reveal and reveal Dancing Dagger, reload Bloodroot Poison, trigger Steal Soul
    Combat 24(29): 1d10 + 4 + 3d4 + 3 + 1d8 + 1d4 ⇒ (8) + 4 + (4, 2, 4) + 3 + (7) + (4) = 36 Success
    Koriantu heals one - removed Wounded

    Summon and encounter 1d4 ⇒ 2 Repulsion (why is it always a spell?)
    Display Lost Harrows for Wis, trigger Steal Soul
    Int 14: 1d12 + 3 + 1d4 + 3 + 1d4 ⇒ (11) + 3 + (2) + 3 + (3) = 22 Success

    Ranzak!: 1d6 ⇒ 4

    Bonus explore of #2: Banshee
    BA: trigger Steal Soul
    Fort 10: 1d12 + 3 + 1d4 ⇒ (2) + 3 + (2) = 7 Discard Repulsion to reroll per the hour
    Fort 10: 1d12 + 3 + 1d4 ⇒ (12) + 3 + (3) = 18 Success

    Reveal and reveal Dancing Dagger, trigger Steal Soul
    Combat 21(26): 1d10 + 4 + 3d4 + 3 + 1d4 ⇒ (10) + 4 + (4, 4, 2) + 3 + (1) = 28 Success
    Koriantu heals one - Robe of Items

    Discard Forensic Physician to heal one (Tangled Briar) and explore #3: Keen Spiked Chain
    There's a chance... trigger Steal Soul
    Str 15: 1d4 + 1d4 + 3 + 1d4 ⇒ (3) + (1) + 3 + (1) = 8 Failure - discard Iomedae's Justice

    Discard Cerulean Mastermind to explore #4: Third Eye
    Trigger Lost Harrows and Steal Soul
    Wis 13: 1d12 + 3 + 1d4 + 3 + 1d4 ⇒ (9) + 3 + (2) + 3 + (3) = 20 Success

    Ranzak!: 1d6 ⇒ 4

    Bonus explore of #5: Asmodeus's Tyranny
    Trigger Steal Soul
    Cha 5+6=11: 1d6 + 1 + 1d4 + 3 + 1d4 ⇒ (1) + 1 + (3) + 3 + (3) = 11 Success

    Ranzak!: 1d6 ⇒ 1

    Overdue for another monster, so as much as I want to hold my blessings...
    Discard Blessing of Yaezhing to encounter #6: Guardian Zombie
    Sweet! Auto-defeated, no other checks to perform.
    Koriantu heals one - Blessing of Yaezhing

    Display Third Eye.

    End turn - Plagued!
    Recharge Tyranny, trigger Steal Soul
    Fort 9(14): 1d12 + 3 + 1d12 + 1d4 ⇒ (8) + 3 + (3) + (1) = 15 Success with overkill

    Draw 8, then discard Bloodroot Poison from hand and Boots of Alacrity from deck.

    Ranzak wrote:

    Hand: Dancing Dagger, Venomous Dagger, Thieves' Tools (Core), Embalming Fluid, Robe of Items, Blessing of Wadjet, Blessing of the Quartermaster, Master of Masters,

    Displayed: Third Eye, Angelic Armor, Steal Soul, The Lost Harrows,
    Deck: 7 Discard: 8 Buried: 0
    Hero Points: 2
    Used Accessory re-roll: N
    NOTES:
    Available Support: Daggers, Angelic Armor (vs Incorporeal), 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, Ring of Regeneration, Blessing of the Savored Sting, Limning Starknife, The Tangled Briar, Razorglass Knife
    Recharged: Asmodeus's Tyranny,
    Discard Pile: Venomous Heavy Crossbow +2, Kazavon's Shield, Repulsion, Forensic Physician, Iomedae's Justice, Cerulean Mastermind, Bloodroot Poison, Boots of Alacrity,
    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 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: Stars

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

    Shared Tracker (Hands/Loot/Supporters)

    During This Scenario: Setup: Remove Red Mantis barriers from the vault for this scenario.

    Add the Perils wildcard Unhallowed and the Harrows wildcard Harrow of Hammers.

    Each character suffers the scourges Plagued and Wounded.

    During This Scenario: Display the story banes Kayltanya and Koriantu next to random different locations. On your combat check, if Kayltanya is displayed at your location, you may reroll 1 die. When you defeat a monster, if Koriantu is displayed at your location, you may heal 1 card. When a location at which Kayltanya or Koriantu is displayed closes, banish that story bane.

    After you reset and when you close a location, if your maximum hand size exceeds the number of cards in your discards, discard a card from your deck and a card from your hand.

    On a distant check, after playing a card, suffer 1d4+1 Combat damage.

    Wildcards
    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. Scenario Setup
    Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.Scenario Setup
    Desperate: When you encounter a boon and do not acquire it, discard a card. The dragon will not easily part with his riches.
    Harrow of Crowns: The difficulty of checks against summoned banes is increased by 4.The demilich enhances anyone they call to their aid.

    Additional Rules: Story Banes

    Danger: Taniniver
    Villain: Demilich (Yln)
    Henchmen (Closing): Ildervok, Taniniver, Animated Objects-Henchman Proxy B

    Taniniver:

    Story Bane
    Type: Monster
    Traits: Dragon
    To Defeat: Constitution Fortitude 10 THEN Combat 24
    Resistant to Acid, Attack, Cold, Electricity, and Fire. After acting, each local character suffers the scourges Plagued and Wounded. If undefeated, suffer the scourge Drained.

    Demilich:

    Story Bane
    Type: Monster
    Traits: Undead Lich Veteran
    To Defeat: Combat 14+## THEN Combat 12+## OR Divine 9+#
    Immune to Mental and Poison. Resistant to Attack. Before acting, each character must succeed at a Constitution, Wisdom, Divine, or Fortitude 6+# check or suffer the scourge Drained and bury 1d4+1 cards from their hand, deck, and/or discards. If this monster would be defeated, roll 1d4. On a 1, it is undefeated. If undefeated, bury your deck or role card.

    Ildervok:

    Story Bane
    Type: Monster
    Traits: Fiend Undead
    To Defeat: Combat 30
    Immune to Cold, Mental, and Poison. Before acting, each local character either buries the top card of their deck, discards a random card, or suffers 1d4+1 Cold damage. If undefeated, bury all Magic boons in your hand, displayed cards, and discards.

    Animated Object:

    Story Bane
    Type: Monster
    Traits: Construct Veteran
    To Defeat: Combat 12+## OR Arcane 7+#
    A random local character encounters this monster instead. If defeated, roll 1d4, then summon and encounter a boon of the corresponding type: 1. Weapon 3. Armor 2. Spell 4. Item

    Ancient Skeleton:

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

    Scenario Level (#): 6

    Turn: 5, Adowyn/skizzerz

    Random Cards:

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

    Spoiler:
    Dybbuk
    CotCT
    Monster 5
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 22
    Immune to Mental and Poison.
    Resistant to Attack.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, choose them randomly.

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

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

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

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

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

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

    Spoiler:
    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.

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

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


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

    Spoiler:
    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:
    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:
    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:
    Headband of Mental Superiority
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Charisma 13
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.

    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:
    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.

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

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

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

    Spoiler:
    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.

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

    Spoiler:
    The Cyclone
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
    To Acquire:
    Strength
    Survival 4+#
    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.

    Hour Power: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.

    Current Hour:

    The Snakebite:
    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.

    Hours Remaining: 24

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 1 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 2 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 2 Ramexes/Gimry
    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 3 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 3 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.
    Hourglass Card 4 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 4 Adowyn/skizzerz
    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.
    Hourglass Card 5 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 5 Rivani/Zalarian
    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.
    Hourglass Card 6 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 6 Ramexes/Gimry
    The Rakshasa
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
    To Acquire:
    Intelligence
    Arcane 4+#
    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.
    Hourglass Card 7 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 7 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 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
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 10 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 10 Ramexes/Gimry
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    Veteran
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Hourglass Card 11 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 11 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 12 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 12 Adowyn/skizzerz
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Hourglass Card 13 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 13 Rivani/Zalarian
    The Inquisitor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: You may not use powers to reroll dice.
    To Acquire:
    Intelligence
    Diplomacy 4+#
    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.
    Hourglass Card 14 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 14 Ramexes/Gimry
    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.
    Hourglass Card 15 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 15 Ranzak/Iceman91
    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 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 16 Adowyn/skizzerz
    The Hidden Truth
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
    To Acquire:
    Intelligence
    Stealth 4+#
    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.
    Hourglass Card 17 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 17 Rivani/Zalarian
    The Lost
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would recharge a Magic boon, discard it instead.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
    Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
    Hourglass Card 18 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 18 Ramexes/Gimry
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    Veteran
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 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
    The Crows
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
    To Acquire:
    Dexterity
    Stealth 4+#
    On your check to acquire, discard to bless twice.
    Discard to explore; if you do not encounter a boon, bury this card instead.
    Hourglass Card 21 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 21 Rivani/Zalarian
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 22 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 22 Ramexes/Gimry
    The Cricket
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When a character moves on their turn, each other local character may move with them.
    To Acquire:
    Dexterity
    Ranged 4+#
    On any check, discard to bless.
    On another character's Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.
    Hourglass Card 23 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 23 Ranzak/Iceman91
    The Peacock
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, if no boons are played, it is blessed.
    To Acquire:
    Dexterity
    Diplomacy 4+#
    On any check, recharge to bless.
    No other boon may be played on this check.
    Discard to explore.
    Hourglass Card 24 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 24 Adowyn/skizzerz
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.

    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 ?: 0
    Located/Displayed Here: None

    Location #1: Blood Pool
    Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Ranzak/Iceman91, Koriantu

    Blood Pool 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.
    Blood Pool Card 2:
    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.
    Blood Pool Card 3:
    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.

    Blood Pool 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.

    Location #2: Dungeons
    Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Adowyn/skizzerz, None
    Dungeons Card 1:
    Orc Rager
    CotCT
    Monster 2
    Traits:
    Barbarian
    Orc
    Veteran
    To Defeat:
    Combat 10+##
    Before acting, suffer 1d4 Combat damage.
    Dungeons Card 2:
    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.
    Dungeons 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.
    Dungeons Card 4:
    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.
    Dungeons Card 5:
    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.
    Dungeons Card 6:
    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.
    Dungeons Card 7:
    Ash Giant Zombie
    CotCT
    Monster 5
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 24
    Immune to Cold, Electricity, Force, Mental, and Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
    Dungeons Card 8:
    Ildervok
    CotCT
    Story Bane 5
    Type: Monster
    Traits:
    Fiend
    Undead
    To Defeat:
    Combat 30
    Immune to Cold, Mental, and Poison.
    Before acting, each local character either buries the top card of their deck, discards a random card, or suffers 1d4+1 Cold damage.
    If undefeated, bury all Magic boons in your hand, displayed cards, and discards.
    Dungeons Card 9:
    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.
    Dungeons Card 10:
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.

    Location #3: Laboratory
    Urban
    At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
    When Closing: Succeed at an Intelligence or Craft 5+# check.
    When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
    M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Rivani/Zalarian, Taniniver, Lyrune-quah Moon Maiden, Haughty Nobles, Catoblepas, Exploding Runes, Ember Ghoul, Dust of Revealing, Disintegrate
    Laboratory Card 1:
    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.
    Laboratory Card 2:
    Ember Ghoul
    CotCT
    Monster 5
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 20
    Immune to Fire, Mental, and Poison.
    Vulnerable to Cold.
    After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
    Laboratory Card 3:
    Taniniver
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Dragon
    To Defeat:
    Constitution
    Fortitude 10
    THEN Combat 24
    Resistant to Acid, Attack, Cold, Electricity, and Fire.
    After acting, each local character suffers the scourges Plagued and Wounded.
    If undefeated, suffer the scourge Drained.
    Laboratory Card 4:
    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.
    Laboratory Card 5:
    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.
    Laboratory Card 6:
    Exploding Runes
    Core
    Barrier 2
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 6+#
    OR Disable 8+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
    Laboratory Card 7:
    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.
    Laboratory Card 8:
    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.


    Location #4: Repository
    Sacred
    Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M: 0 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Ramexes/Gimry, None
    Repository Card 1:
    Red War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 7
    Display. While displayed:
    * When you suffer Electricity or Fire damage, reduce it by 3.
    * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Repository Card 2:
    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.
    Repository Card 3:
    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.
    Repository Card 4:
    Deathbane Sling
    CotCT
    Weapon 5
    Traits:
    Bludgeoning
    Magic
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
    On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
    Repository Card 5:
    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.
    Repository Card 6:
    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.
    Repository Card 7:
    Henchman Proxy B3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Repository Card 8:
    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.


    Location #5: Ossuary
    Sacred
    Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M: 3 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Kayltanya
    Ossuary Card 1:
    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+#.
    Ossuary 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.
    Ossuary Card 3:
    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.
    Ossuary Card 4:
    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.
    Ossuary Card 5:
    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.

    Ossuary Card 6:
    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.
    Ossuary Card 7:
    Shining Child
    CotCT
    Monster 5
    Traits:
    Fire
    Outsider
    To Defeat:
    Combat 20
    Immune to Fire and Poison. All damage is Fire.
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Ossuary Card 8:
    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.

    Ossuary Card 9:
    Henchman Proxy B4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Ossuary Card 10:
    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.

    Location #7: Pits
    Underground
    Wild
    At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
    When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
    When Permanently Closed: You may shuffle your deck.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Pits Card 1:
    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.
    Pits Card 2:
    Jasan Adriel
    CotCT
    Ally 4
    Traits:
    Human
    Spy
    To Acquire:
    Charisma
    Diplomacy 11
    OR Knowledge 10
    On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.
    This exploration, when you would encounter a story bane, another local character may encounter it instead.
    Pits Card 3:
    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.

    Pits Card 4:
    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.
    Pits Card 5:
    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.
    Pits Card 6:
    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.
    Pits Card 7:
    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.
    Pits Card 8:
    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.
    Pits Card 9:
    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.
    Pits Card 10:
    Demilich
    None
    Story Bane 4
    Type: Monster
    Traits:
    Undead
    Lich
    Veteran
    To Defeat:
    Combat 14+##
    THEN Combat 12+##
    OR Divine 9+#
    Immune to Mental and Poison. Resistant to Attack.

    Before acting, each character must succeed at a Constitution, Wisdom, Divine, or Fortitude 6+# check or suffer the scourge Drained and bury 1d4+1 cards from their hand, deck, and/or discards.

    If this monster would be defeated, roll 1d4. On a 1, it is undefeated.

    If undefeated, bury your deck or role card.


    Location #8: 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

    Hour of The Snakebite. Examine top card of Dungeons at start of turn (Orc Rager). Then move to Base and explore. It should have all of our supporters in it (7 in all) and I'm gunning for Moise, so let's see if he's in the top 6. On a roll of 7, he's the bottom card. 1d7 ⇒ 1 Grab Moise and heal my Plagued.

    Display Moise, then reset, drawing Headband of the Wolf and Stag. Then discard Aspect of the Wolf from my hand and Leryn (ally) from the top of my deck.

    Adowyn wrote:

    Hand: Hellknight Plate, Headband of the Wolf, Blessing of Wind and Waves, Stag, Snow Leopard,

    Displayed: Leryn (Cohort), Moise,
    Deck: 9 Discard: 6 Buried: 2
    Current Location: Base
    Hero Points: 0
    6-6D Playmat: available
    6-6D Reroll: available
    NOTES:
    Available Support: Use anything marked feel free to use without asking.
    Feel free to use:
    Local only, ask in Discord first if I'm distant:
    - Moise: heal a card and get rid of Plagued/Poisoned/Wounded
    Ask in Discord before using:
    - Anything in ""feel free to use"" if I'm distant
    Movement: Group with party

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Thorn Bow, Blessing of the Savored Sting, Hatchetbird, Blessing of Milani, Marksman's Bow, Major Cure, Archer's Bracers, Balmberry, Fox
    Recharged:
    Discard Pile: Efficient Quiver, Blessing of Old Deadeye, Cure, Bearskin Armor, Aspect of the Wolf, Leryn (Ally),
    Buried Pile: Blessing of Erastil, Nirmathas Longbow,

    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.

    Didn't see anything in the setup rules saying not to build Base, so grabbed Moise from Base and ended turn.


    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: Stars

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

    Shared Tracker (Hands/Loot/Supporters)

    During This Scenario: Setup: Remove Red Mantis barriers from the vault for this scenario.

    Add the Perils wildcard Unhallowed and the Harrows wildcard Harrow of Hammers.

    Each character suffers the scourges Plagued and Wounded.

    During This Scenario: Display the story banes Kayltanya and Koriantu next to random different locations. On your combat check, if Kayltanya is displayed at your location, you may reroll 1 die. When you defeat a monster, if Koriantu is displayed at your location, you may heal 1 card. When a location at which Kayltanya or Koriantu is displayed closes, banish that story bane.

    After you reset and when you close a location, if your maximum hand size exceeds the number of cards in your discards, discard a card from your deck and a card from your hand.

    On a distant check, after playing a card, suffer 1d4+1 Combat damage.

    Wildcards
    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. Scenario Setup
    Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.Scenario Setup
    Desperate: When you encounter a boon and do not acquire it, discard a card. The dragon will not easily part with his riches.
    Harrow of Crowns: The difficulty of checks against summoned banes is increased by 4.The demilich enhances anyone they call to their aid.

    Additional Rules: Story Banes

    Danger: Taniniver
    Villain: Demilich (Yln)
    Henchmen (Closing): Ildervok, Taniniver, Animated Objects-Henchman Proxy B

    Taniniver:

    Story Bane
    Type: Monster
    Traits: Dragon
    To Defeat: Constitution Fortitude 10 THEN Combat 24
    Resistant to Acid, Attack, Cold, Electricity, and Fire. After acting, each local character suffers the scourges Plagued and Wounded. If undefeated, suffer the scourge Drained.

    Demilich:

    Story Bane
    Type: Monster
    Traits: Undead Lich Veteran
    To Defeat: Combat 14+## THEN Combat 12+## OR Divine 9+#
    Immune to Mental and Poison. Resistant to Attack. Before acting, each character must succeed at a Constitution, Wisdom, Divine, or Fortitude 6+# check or suffer the scourge Drained and bury 1d4+1 cards from their hand, deck, and/or discards. If this monster would be defeated, roll 1d4. On a 1, it is undefeated. If undefeated, bury your deck or role card.

    Ildervok:

    Story Bane
    Type: Monster
    Traits: Fiend Undead
    To Defeat: Combat 30
    Immune to Cold, Mental, and Poison. Before acting, each local character either buries the top card of their deck, discards a random card, or suffers 1d4+1 Cold damage. If undefeated, bury all Magic boons in your hand, displayed cards, and discards.

    Animated Object:

    Story Bane
    Type: Monster
    Traits: Construct Veteran
    To Defeat: Combat 12+## OR Arcane 7+#
    A random local character encounters this monster instead. If defeated, roll 1d4, then summon and encounter a boon of the corresponding type: 1. Weapon 3. Armor 2. Spell 4. Item

    Ancient Skeleton:

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

    Scenario Level (#): 6

    Turn: 6, Rivani/Zalarian

    Random Cards:

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

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

    Spoiler:
    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.

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

    Spoiler:
    Sayona
    CotCT
    Monster 5
    Traits:
    Sayona
    Undead
    To Defeat:
    Combat 21
    Immune to Mental and Poison.
    Resistant to Cold.
    On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset.

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

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

    Spoiler:
    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.

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

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

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

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

    Spoiler:
    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:
    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.

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

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


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

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

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


    Spoiler:
    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.

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

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

    Spoiler:
    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:
    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:
    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:
    Headband of Mental Superiority
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Charisma 13
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.

    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:
    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.

    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:
    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.

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

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

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

    Spoiler:
    The Twin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, the first item or ally played is played freely.
    To Acquire:
    Charisma
    Stealth 4+#
    When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
    Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.

    Hour Power: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.

    Current Hour:

    The Prince of Pain:
    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.

    Hours Remaining: 23

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 1 Ramexes/Gimry
    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 2 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 2 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.
    Hourglass Card 3 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 3 Adowyn/skizzerz
    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.
    Hourglass Card 4 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 4 Rivani/Zalarian
    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.
    Hourglass Card 5 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 5 Ramexes/Gimry
    The Rakshasa
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
    To Acquire:
    Intelligence
    Arcane 4+#
    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.
    Hourglass Card 6 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 6 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 7 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 7 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 8 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 8 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 9 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 9 Ramexes/Gimry
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    Veteran
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Hourglass Card 10 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 10 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 11 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 11 Adowyn/skizzerz
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Hourglass Card 12 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 12 Rivani/Zalarian
    The Inquisitor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: You may not use powers to reroll dice.
    To Acquire:
    Intelligence
    Diplomacy 4+#
    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.
    Hourglass Card 13 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 13 Ramexes/Gimry
    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.
    Hourglass Card 14 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 14 Ranzak/Iceman91
    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 15 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 15 Adowyn/skizzerz
    The Hidden Truth
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
    To Acquire:
    Intelligence
    Stealth 4+#
    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.
    Hourglass Card 16 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 16 Rivani/Zalarian
    The Lost
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would recharge a Magic boon, discard it instead.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
    Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
    Hourglass Card 17 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 17 Ramexes/Gimry
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    Veteran
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 18 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 18 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 19 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 19 Adowyn/skizzerz
    The Crows
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
    To Acquire:
    Dexterity
    Stealth 4+#
    On your check to acquire, discard to bless twice.
    Discard to explore; if you do not encounter a boon, bury this card instead.
    Hourglass Card 20 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 20 Rivani/Zalarian
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 21 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 21 Ramexes/Gimry
    The Cricket
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When a character moves on their turn, each other local character may move with them.
    To Acquire:
    Dexterity
    Ranged 4+#
    On any check, discard to bless.
    On another character's Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.
    Hourglass Card 22 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 22 Ranzak/Iceman91
    The Peacock
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, if no boons are played, it is blessed.
    To Acquire:
    Dexterity
    Diplomacy 4+#
    On any check, recharge to bless.
    No other boon may be played on this check.
    Discard to explore.
    Hourglass Card 23 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 23 Adowyn/skizzerz
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.

    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: Adowyn/skizzerz, None

    Base Card 1 (Aviva Racovick):
    Aviva Racovick
    None
    Supporter 0
    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...?

    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 (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 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.
    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...?
    Base Card 6 (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.

    Location #1: Blood Pool
    Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Ranzak/Iceman91, Koriantu
    Blood Pool 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.
    Blood Pool Card 2:
    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.
    Blood Pool Card 3:
    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.

    Blood Pool 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.

    Location #2: Dungeons
    Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Dungeons Card 1 (Orc Rager):
    Orc Rager
    CotCT
    Monster 2
    Traits:
    Barbarian
    Orc
    Veteran
    To Defeat:
    Combat 10+##
    Before acting, suffer 1d4 Combat damage.
    Dungeons Card 2:
    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.
    Dungeons 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.
    Dungeons Card 4:
    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.
    Dungeons Card 5:
    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.
    Dungeons Card 6:
    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.
    Dungeons Card 7:
    Ash Giant Zombie
    CotCT
    Monster 5
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 24
    Immune to Cold, Electricity, Force, Mental, and Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
    Dungeons Card 8:
    Ildervok
    CotCT
    Story Bane 5
    Type: Monster
    Traits:
    Fiend
    Undead
    To Defeat:
    Combat 30
    Immune to Cold, Mental, and Poison.
    Before acting, each local character either buries the top card of their deck, discards a random card, or suffers 1d4+1 Cold damage.
    If undefeated, bury all Magic boons in your hand, displayed cards, and discards.
    Dungeons Card 9:
    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.
    Dungeons Card 10:
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.

    Location #3: Laboratory
    Urban
    At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
    When Closing: Succeed at an Intelligence or Craft 5+# check.
    When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
    M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Rivani/Zalarian, Taniniver, Lyrune-quah Moon Maiden, Haughty Nobles, Catoblepas, Exploding Runes, Ember Ghoul, Dust of Revealing, Disintegrate
    Laboratory Card 1:
    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.
    Laboratory Card 2:
    Ember Ghoul
    CotCT
    Monster 5
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 20
    Immune to Fire, Mental, and Poison.
    Vulnerable to Cold.
    After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
    Laboratory Card 3:
    Taniniver
    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Dragon
    To Defeat:
    Constitution
    Fortitude 10
    THEN Combat 24
    Resistant to Acid, Attack, Cold, Electricity, and Fire.
    After acting, each local character suffers the scourges Plagued and Wounded.
    If undefeated, suffer the scourge Drained.
    Laboratory Card 4:
    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.
    Laboratory Card 5:
    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.
    Laboratory Card 6:
    Exploding Runes
    Core
    Barrier 2
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 6+#
    OR Disable 8+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
    Laboratory Card 7:
    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.
    Laboratory Card 8:
    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.


    Location #4: Repository
    Sacred
    Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M: 0 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Ramexes/Gimry, None
    Repository Card 1:
    Red War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 7
    Display. While displayed:
    * When you suffer Electricity or Fire damage, reduce it by 3.
    * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Repository Card 2:
    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.
    Repository Card 3:
    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.
    Repository Card 4:
    Deathbane Sling
    CotCT
    Weapon 5
    Traits:
    Bludgeoning
    Magic
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
    On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
    Repository Card 5:
    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.
    Repository Card 6:
    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.
    Repository Card 7:
    Henchman Proxy B3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Repository Card 8:
    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.


    Location #5: Ossuary
    Sacred
    Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M: 3 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Kayltanya
    Ossuary Card 1:
    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+#.
    Ossuary 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.
    Ossuary Card 3:
    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.
    Ossuary Card 4:
    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.
    Ossuary Card 5:
    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.

    Ossuary Card 6:
    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.
    Ossuary Card 7:
    Shining Child
    CotCT
    Monster 5
    Traits:
    Fire
    Outsider
    To Defeat:
    Combat 20
    Immune to Fire and Poison. All damage is Fire.
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Ossuary Card 8:
    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.

    Ossuary Card 9:
    Henchman Proxy B4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Ossuary Card 10:
    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.

    Location #7: Pits
    Underground
    Wild
    At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
    When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
    When Permanently Closed: You may shuffle your deck.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Pits Card 1:
    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.
    Pits Card 2:
    Jasan Adriel
    CotCT
    Ally 4
    Traits:
    Human
    Spy
    To Acquire:
    Charisma
    Diplomacy 11
    OR Knowledge 10
    On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.
    This exploration, when you would encounter a story bane, another local character may encounter it instead.
    Pits Card 3:
    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.

    Pits Card 4:
    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.
    Pits Card 5:
    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.
    Pits Card 6:
    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.
    Pits Card 7:
    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.
    Pits Card 8:
    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.
    Pits Card 9:
    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.
    Pits Card 10:
    Demilich
    None
    Story Bane 4
    Type: Monster
    Traits:
    Undead
    Lich
    Veteran
    To Defeat:
    Combat 14+##
    THEN Combat 12+##
    OR Divine 9+#
    Immune to Mental and Poison. Resistant to Attack.

    Before acting, each character must succeed at a Constitution, Wisdom, Divine, or Fortitude 6+# check or suffer the scourge Drained and bury 1d4+1 cards from their hand, deck, and/or discards.

    If this monster would be defeated, roll 1d4. On a 1, it is undefeated.

    If undefeated, bury your deck or role card.


    Location #8: 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)

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

    Turn - Hour: 6 - Prince of Pain
    Hour Rules: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.

    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 Laboratory
    examine top 3 cards of location deck:
    Laboratory Card 1: Lyrune-quah Moon Maiden
    Laboratory Card 2: Ember Ghoul
    Laboratory Card 3: Taniniver

    Location Powers: When you fail a check to defeat a bane, suffer 1 Acid damage.

    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.

    Will encounter monster

    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.

    Display chain lightning;vulnerable to magic/crowns/hammers bless with Peacock (bury)
    Arcane INT Check DC 21-4+4=21/26: 1d12 + 6 + 3d6 + 1d12 ⇒ (6) + 6 + (6, 5, 1) + (9) = 33 Success; display steal soul and discard Fate Reader Lenses to examine top 3 (ghoul, Taniver, and Haughty Nobles putting Taniver on top..discard Lyrune to explore adding 3 to combat and fort checks
    Explore: Laboratory Card 3: Taniniver

    Taniniver:

    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Dragon
    To Defeat:
    Constitution
    Fortitude 10
    THEN Combat 24
    Resistant to Acid, Attack, Cold, Electricity, and Fire.
    After acting, each local character suffers the scourges Plagued and Wounded.
    If undefeated, suffer the scourge Drained.

    Will recharge discard first along with Steal soul and +3 for fort checks
    Untrained Skill Check Fortitude DC 10: 1d4 + 2d4 + 3 ⇒ (3) + (4, 4) + 3 = 14 Success; use Chain Lightning, +3 from ally and steal soul
    Arcane INT Check DC 24/29: 1d12 + 6 + 3d6 + 3 + 1d4 ⇒ (8) + 6 + (3, 3, 6) + 3 + (3) = 32 Success; avoided hammers but get wounded and plagued..attempt to close with steal soul

    Intelligence Check DC 5+6=11: 1d12 + 4 + 1d4 ⇒ (1) + 4 + (3) = 8 Not Quite
    Intelligence Check DC 5+6=11 HERO POINT: 1d12 + 4 + 1d4 ⇒ (7) + 4 + (2) = 13 Success; summon 3 spells (Safe Haven, Giant Form, Good Omen) and encounter Giant Form
    Arcane INT Check DC 13: 1d12 + 6 + 1d4 ⇒ (6) + 6 + (4) = 16 Success; hand size still bigger than discard..discard from deck Vampiric Touch and brooch from hand move to Base get Avaya Racovick and remove Plagued..display Avaya

    Rivani Ends her turn

    Reminder of Scenario changes:

    During This Adventure:

    Spoiler:
    Harrow Suit: Stars

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

    Shared Tracker (Hands/Loot/Supporters)

    During This Scenario: Setup: Remove Red Mantis barriers from the vault for this scenario.

    Add the Perils wildcard Unhallowed and the Harrows wildcard Harrow of Hammers.

    Each character suffers the scourges Plagued and Wounded.

    During This Scenario: Display the story banes Kayltanya and Koriantu next to random different locations. On your combat check, if Kayltanya is displayed at your location, you may reroll 1 die. When you defeat a monster, if Koriantu is displayed at your location, you may heal 1 card. When a location at which Kayltanya or Koriantu is displayed closes, banish that story bane.

    After you reset and when you close a location, if your maximum hand size exceeds the number of cards in your discards, discard a card from your deck and a card from your hand.

    On a distant check, after playing a card, suffer 1d4+1 Combat damage.

    Wildcards
    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. Scenario Setup
    Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.Scenario Setup
    Desperate: When you encounter a boon and do not acquire it, discard a card. The dragon will not easily part with his riches.
    Harrow of Crowns: The difficulty of checks against summoned banes is increased by 4.The demilich enhances anyone they call to their aid.

    Rivani attempts to recover all cards in her Recovery pile.
    Rivani (Phrenic Master) attempts to recover all cards in her Recovery pile.
    Chain Lightning: Arcane 10: 1d12 + 6 + 1d4 ⇒ (8) + 6 + (3) = 17 -> Chain Lightning recharged .
    Major Harrowing: Arcane #: 1d12 + 6 + 1d4 ⇒ (5) + 6 + (4) = 15 -> Major Harrowing recharged .

    Rivani resets her hand. 8 cards in discard..do not need to discard further

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

    Turn - Hour: 6 - Prince of Pain
    Hour Rules: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.

    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 Laboratory
    examine top 3 cards of location deck:
    Laboratory Card 1: Lyrune-quah Moon Maiden
    Laboratory Card 2: Ember Ghoul
    Laboratory Card 3: Taniniver

    Location Powers: When you fail a check to defeat a bane, suffer 1 Acid damage.

    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.

    Will encounter monster

    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.

    Display chain lightning;vulnerable to magic/crowns/hammers bless with Peacock (bury)
    Arcane INT Check DC 21-4+4=21/26: 1d12 + 6 + 3d6 + 1d12 ⇒ (1) + 6 + (3, 1, 5) + (12) = 28 Success; display steal soul and discard Fate Reader Lenses to examine top 3 (ghoul, Taniver, and Haughty Nobles putting Taniver on top..discard Lyrune to explore adding 3 to combat and fort checks
    Explore: Laboratory Card 3: Taniniver

    Taniniver:

    CotCT
    Story Bane 6
    Type: Monster
    Traits:
    Dragon
    To Defeat:
    Constitution
    Fortitude 10
    THEN Combat 24
    Resistant to Acid, Attack, Cold, Electricity, and Fire.
    After acting, each local character suffers the scourges Plagued and Wounded.
    If undefeated, suffer the scourge Drained.

    Will recharge discard first along with Steal soul and +3 for fort checks
    Untrained Skill Check Fortitude DC 10: 1d4 + 2d4 + 3 ⇒ (2) + (3, 4) + 3 = 12 Success; use Chain Lightning, +3 from ally and steal soul
    Arcane INT Check DC 24/29: 1d12 + 6 + 3d6 + 3 + 1d4 ⇒ (7) + 6 + (6, 2, 6) + 3 + (3) = 33 Success; avoided hammers but get wounded and plagued..attempt to close with steal soul

    Intelligence Check DC 5+6=11: 1d12 + 4 + 1d4 ⇒ (7) + 4 + (4) = 15 Not Quite
    Intelligence Check DC 5+6=11 HERO POINT: 1d12 + 4 + 1d4 ⇒ (4) + 4 + (2) = 10 Success; summon 3 spells (Safe Haven, Giant Form, Good Omen) and encounter Giant Form
    Arcane INT Check DC 13: 1d12 + 6 + 1d4 ⇒ (8) + 6 + (4) = 18 Success; hand size still bigger than discard..discard from deck Vampiric Touch and brooch from hand move to Base get Avaya Racovick and remove Plagued..display Avaya

    Rivani Ends her turn

    Reminder of Scenario changes:

    During This Adventure:

    Spoiler:
    Harrow Suit: Stars

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

    Shared Tracker (Hands/Loot/Supporters)

    During This Scenario: Setup: Remove Red Mantis barriers from the vault for this scenario.

    Add the Perils wildcard Unhallowed and the Harrows wildcard Harrow of Hammers.

    Each character suffers the scourges Plagued and Wounded.

    During This Scenario: Display the story banes Kayltanya and Koriantu next to random different locations. On your combat check, if Kayltanya is displayed at your location, you may reroll 1 die. When you defeat a monster, if Koriantu is displayed at your location, you may heal 1 card. When a location at which Kayltanya or Koriantu is displayed closes, banish that story bane.

    After you reset and when you close a location, if your maximum hand size exceeds the number of cards in your discards, discard a card from your deck and a card from your hand.

    On a distant check, after playing a card, suffer 1d4+1 Combat damage.

    Wildcards
    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. Scenario Setup
    Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.Scenario Setup
    Desperate: When you encounter a boon and do not acquire it, discard a card. The dragon will not easily part with his riches.
    Harrow of Crowns: The difficulty of checks against summoned banes is increased by 4.The demilich enhances anyone they call to their aid.

    Rivani attempts to recover all cards in her Recovery pile.
    Rivani (Phrenic Master) attempts to recover all cards in her Recovery pile.
    Chain Lightning: Arcane 10: 1d12 + 6 + 1d4 ⇒ (10) + 6 + (1) = 17 -> Chain Lightning recharged discarded.
    Major Harrowing: Arcane #: 1d12 + 6 + 1d4 ⇒ (4) + 6 + (2) = 12 -> Major Harrowing recharged discarded.

    Rivani resets her hand. 8 cards in discard..do not need to discard further

    "

    Rivani (Phrenic Master) wrote:

    Hand: Giant Form, Infernal Healing, Disintegrate, False Life, Staff of Greater Necromancy, Bound Imp, Andachi, Fortune-teller,

    Displayed: Steal Soul, Aviva Racovick,
    Deck: 6 Discard: 8 Buried: 2
    Hero Points: 3
    reroll last used: 6-6D / Hero Point: 6-6D // Rivani (Phrenic Master) has the following scourges marked:
    Wounded:
    While Marked:
    At the start of your turn, discard the top card of your deck.

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


    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move order preference: 1st location without anyone and if someone they aren'tplagued: Laboratory, Blood Pool, Dungeons(not alone), Ossuary, Pits, Repository
    Other: Upgrade List:

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Vindicator, Blessing of the Sages, Clairvoyance, Dominate, Chain Lightning, Major Harrowing,
    Discard Pile: The Lady of Mysteries, Headband of Mental Superiority, Death's Touch, Lyrune-quah Moon Maiden, The First, Fate-reader Lenses, Vampiric Touch, Brooch of Protection,
    Buried Pile: The Foreign Trader, The Peacock,

    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: Lyrne-quah Moon Maiden, Giant Form, Avaya Racovick
    Banished: all other cards at Laboratory (Location closed)
    Examined: None
    Random Card(s) Used: Monster 1 and Spell 1-3
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None


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

    "========================
    Ramexes starts his turn.
    Hour: The Fiend
    Hour Power:When you suffer a scourge on your turn, each local character suffers it.
    Location: Repository
    Location Power:When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    During This Adventure:
    Scenario Powers:

  • When your location closes, you may display the story bane Kayltanya or the story bane Koriantu next to any location.
  • On your combat check, if Kayltanya is displayed at your location, you may reroll 1 die.
  • When you defeat a monster, if Koriantu is displayed at your location, you may heal 1 card.
  • After you reset and when you close a location, if your maximum hand size exceeds the number of cards in your discards, discard a card from your deck and a card from your hand.
  • On a distant check, after playing a card, suffer 1d4+1 Combat damage.
  • Wildcards
  • 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. Scenario Setup
  • Harrow of Hammers:On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck. Scenario Setup
  • Desperate:When you encounter a boon and do not acquire it, discard a card. The dragon will not easily part with his riches.
  • Harrow of Crowns:The difficulty of checks against summoned banes is increased by 4.The demilich enhances anyone they call to their aid."

    On Rivani's turn, use Staff of Minor Healing on me
    Ramexes is healed for 1: (Thundering Earthbreaker (2)). Deck shuffled.

    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.

    Melee 7 is an auto. Display it

    Auto fail the plagued check

    Discard Shock Greatsword(hand) and Staff of Minor Healing(deck)

    "

    Ramexes wrote:

    Hand: Thundering Earthbreaker, Commander's Falchion, Divine Fortune, Blessing of the Gods,

    Displayed: Red War Paint,
    Deck: 15 Discard: 3 Buried: 2
    Current Location: Repository
    Hero Points: 0 // Ramexes has the following scourges marked:
    Plagued:
    While Marked:
    At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.

    At the end of your turn, succeed at a Constitution of Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.


    NOTES:
    Other: Paizo reroll used for scenario 6-6C1?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Major Cure, Wand of Restorative Touch, Hellknight Plate, Regill (Hellknight of the Nail), The Mountain Man, Steal Soul, The Healing Light, Ukwar Axe, Flamer (Druid of the Flame), Divine Insight, Abadar's Law, Darb Tuttle, Angelic Armor, Our Lord In Iron, Clib (Clockwork Librarian)
    Recharged:
    Discard Pile: Lyrune-Qua Truthspeaker, Shock Greatsword +2, Staff of Minor Healing,
    Buried Pile: Gorum's Iron, Thundering Earthbreaker (2),

    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 ) (☑ +2 )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 Repository


  • 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: Stars

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

    Shared Tracker (Hands/Loot/Supporters)

    During This Scenario: Setup: Remove Red Mantis barriers from the vault for this scenario.

    Add the Perils wildcard Unhallowed and the Harrows wildcard Harrow of Hammers.

    Each character suffers the scourges Plagued and Wounded.

    During This Scenario: Display the story banes Kayltanya and Koriantu next to random different locations. On your combat check, if Kayltanya is displayed at your location, you may reroll 1 die. When you defeat a monster, if Koriantu is displayed at your location, you may heal 1 card. When a location at which Kayltanya or Koriantu is displayed closes, banish that story bane.

    After you reset and when you close a location, if your maximum hand size exceeds the number of cards in your discards, discard a card from your deck and a card from your hand.

    On a distant check, after playing a card, suffer 1d4+1 Combat damage.

    Wildcards
    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. Scenario Setup
    Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.Scenario Setup
    Desperate: When you encounter a boon and do not acquire it, discard a card. The dragon will not easily part with his riches.
    Harrow of Crowns: The difficulty of checks against summoned banes is increased by 4.The demilich enhances anyone they call to their aid.

    Additional Rules: Story Banes

    Danger: Taniniver
    Villain: Demilich (Yln)
    Henchmen (Closing): Ildervok, Taniniver, Animated Objects-Henchman Proxy B

    Taniniver:

    Story Bane
    Type: Monster
    Traits: Dragon
    To Defeat: Constitution Fortitude 10 THEN Combat 24
    Resistant to Acid, Attack, Cold, Electricity, and Fire. After acting, each local character suffers the scourges Plagued and Wounded. If undefeated, suffer the scourge Drained.

    Demilich:

    Story Bane
    Type: Monster
    Traits: Undead Lich Veteran
    To Defeat: Combat 14+## THEN Combat 12+## OR Divine 9+#
    Immune to Mental and Poison. Resistant to Attack. Before acting, each character must succeed at a Constitution, Wisdom, Divine, or Fortitude 6+# check or suffer the scourge Drained and bury 1d4+1 cards from their hand, deck, and/or discards. If this monster would be defeated, roll 1d4. On a 1, it is undefeated. If undefeated, bury your deck or role card.

    Ildervok:

    Story Bane
    Type: Monster
    Traits: Fiend Undead
    To Defeat: Combat 30
    Immune to Cold, Mental, and Poison. Before acting, each local character either buries the top card of their deck, discards a random card, or suffers 1d4+1 Cold damage. If undefeated, bury all Magic boons in your hand, displayed cards, and discards.

    Animated Object:

    Story Bane
    Type: Monster
    Traits: Construct Veteran
    To Defeat: Combat 12+## OR Arcane 7+#
    A random local character encounters this monster instead. If defeated, roll 1d4, then summon and encounter a boon of the corresponding type: 1. Weapon 3. Armor 2. Spell 4. Item

    Ancient Skeleton:

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

    Scenario Level (#): 6

    Turn: 8, Ranzak/Iceman91

    Random Cards:

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

    Spoiler:
    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.


    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:
    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.

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

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

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


    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:
    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:
    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.

    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:
    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.

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

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

    Spoiler:
    Mantle of 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.

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

    Spoiler:
    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:
    Headband of Mental Superiority
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Charisma 13
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.

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

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

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

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

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

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

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

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

    Spoiler:
    The Liar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
    To Acquire:
    Charisma
    Knowledge 4+#
    On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
    Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.

    Hour Power: When at least 3 types of boon are played on any check, a character may draw a card.

    Current Hour:

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

    Hours Remaining: 21

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 1 Adowyn/skizzerz
    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.
    Hourglass Card 2 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 2 Rivani/Zalarian
    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.
    Hourglass Card 3 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 3 Ramexes/Gimry
    The Rakshasa
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
    To Acquire:
    Intelligence
    Arcane 4+#
    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.
    Hourglass Card 4 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 4 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 5 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 5 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 6 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 6 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 7 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 7 Ramexes/Gimry
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    Veteran
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Hourglass Card 8 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 8 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 9 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 9 Adowyn/skizzerz
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Hourglass Card 10 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 10 Rivani/Zalarian
    The Inquisitor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: You may not use powers to reroll dice.
    To Acquire:
    Intelligence
    Diplomacy 4+#
    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.
    Hourglass Card 11 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 11 Ramexes/Gimry
    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.
    Hourglass Card 12 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 12 Ranzak/Iceman91
    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 13 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 13 Adowyn/skizzerz
    The Hidden Truth
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
    To Acquire:
    Intelligence
    Stealth 4+#
    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.
    Hourglass Card 14 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 14 Rivani/Zalarian
    The Lost
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would recharge a Magic boon, discard it instead.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
    Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
    Hourglass Card 15 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 15 Ramexes/Gimry
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    Veteran
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 16 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 16 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 17 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 17 Adowyn/skizzerz
    The Crows
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
    To Acquire:
    Dexterity
    Stealth 4+#
    On your check to acquire, discard to bless twice.
    Discard to explore; if you do not encounter a boon, bury this card instead.
    Hourglass Card 18 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 18 Rivani/Zalarian
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 19 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 19 Ramexes/Gimry
    The Cricket
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When a character moves on their turn, each other local character may move with them.
    To Acquire:
    Dexterity
    Ranged 4+#
    On any check, discard to bless.
    On another character's Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.
    Hourglass Card 20 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 20 Ranzak/Iceman91
    The Peacock
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, if no boons are played, it is blessed.
    To Acquire:
    Dexterity
    Diplomacy 4+#
    On any check, recharge to bless.
    No other boon may be played on this check.
    Discard to explore.
    Hourglass Card 21 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 21 Adowyn/skizzerz
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.

    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: Adowyn/skizzerz, Rivani/Zalarian, None

    Base Card 1 (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 2 (Boors):
    Boors
    None
    Supporter 2
    Traits:
    Human
    Ranger
    Display. While displayed:
    • You may bury to examine the top card of up to 3 locations.
    • [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
    Look out there. Give your eyes some time to adjust and look at the horizon.
    Base Card 3 (Jayna Lemore):
    Jayna Lemore
    None
    Supporter 3
    Traits:
    Human
    Paladin
    Display. While displayed:
    • On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
    • [] You may bury to allow a local character to ignore a card’s before or after acting power.
    Please, before it’s too late, ride with me and let us save the fortress.
    Base Card 4 (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 5 (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.

    Location #1: Blood Pool
    Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Ranzak/Iceman91, Koriantu
    Blood Pool 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.
    Blood Pool Card 2:
    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.
    Blood Pool Card 3:
    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.

    Blood Pool 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.

    Location #2: Dungeons
    Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Dungeons Card 1 (Orc Rager):
    Orc Rager
    CotCT
    Monster 2
    Traits:
    Barbarian
    Orc
    Veteran
    To Defeat:
    Combat 10+##
    Before acting, suffer 1d4 Combat damage.
    Dungeons Card 2:
    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.
    Dungeons 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.
    Dungeons Card 4:
    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.
    Dungeons Card 5:
    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.
    Dungeons Card 6:
    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.
    Dungeons Card 7:
    Ash Giant Zombie
    CotCT
    Monster 5
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 24
    Immune to Cold, Electricity, Force, Mental, and Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
    Dungeons Card 8:
    Ildervok
    CotCT
    Story Bane 5
    Type: Monster
    Traits:
    Fiend
    Undead
    To Defeat:
    Combat 30
    Immune to Cold, Mental, and Poison.
    Before acting, each local character either buries the top card of their deck, discards a random card, or suffers 1d4+1 Cold damage.
    If undefeated, bury all Magic boons in your hand, displayed cards, and discards.
    Dungeons Card 9:
    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.
    Dungeons Card 10:
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.

    Location #4: Repository
    Sacred
    Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M: 0 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Ramexes/Gimry, None
    Repository Card 1:
    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.
    Repository Card 2:
    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.
    Repository Card 3:
    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.
    Repository Card 4:
    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.
    Repository Card 5:
    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.
    Repository Card 6:
    Henchman Proxy B3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Repository Card 7:
    Dominate
    CotCT
    Spell 6
    Traits:
    Arcane
    Attack
    Divine
    Magic
    Mental
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    When you encounter a monster, banish to evade it, then search your location for a boon and draw it.

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


    Location #5: Ossuary
    Sacred
    Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M: 3 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Kayltanya
    Ossuary Card 1:
    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+#.
    Ossuary 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.
    Ossuary Card 3:
    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.
    Ossuary Card 4:
    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.
    Ossuary Card 5:
    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.

    Ossuary Card 6:
    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.
    Ossuary Card 7:
    Shining Child
    CotCT
    Monster 5
    Traits:
    Fire
    Outsider
    To Defeat:
    Combat 20
    Immune to Fire and Poison. All damage is Fire.
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Ossuary Card 8:
    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.

    Ossuary Card 9:
    Henchman Proxy B4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Ossuary Card 10:
    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.

    Location #7: Pits
    Underground
    Wild
    At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
    When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
    When Permanently Closed: You may shuffle your deck.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Pits Card 1:
    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.
    Pits Card 2:
    Jasan Adriel
    CotCT
    Ally 4
    Traits:
    Human
    Spy
    To Acquire:
    Charisma
    Diplomacy 11
    OR Knowledge 10
    On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.
    This exploration, when you would encounter a story bane, another local character may encounter it instead.
    Pits Card 3:
    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.

    Pits Card 4:
    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.
    Pits Card 5:
    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.
    Pits Card 6:
    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.
    Pits Card 7:
    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.
    Pits Card 8:
    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.
    Pits Card 9:
    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.
    Pits Card 10:
    Demilich
    None
    Story Bane 4
    Type: Monster
    Traits:
    Undead
    Lich
    Veteran
    To Defeat:
    Combat 14+##
    THEN Combat 12+##
    OR Divine 9+#
    Immune to Mental and Poison. Resistant to Attack.

    Before acting, each character must succeed at a Constitution, Wisdom, Divine, or Fortitude 6+# check or suffer the scourge Drained and bury 1d4+1 cards from their hand, deck, and/or discards.

    If this monster would be defeated, roll 1d4. On a 1, it is undefeated.

    If undefeated, bury your deck or role card.


    Location #8: 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)

    On Ranzak's turn, Bury Aviva to draw 2 arcane spells (Quickened Ray and Ice Strike) and keep 1 (Quickened Ray)
    Will also send imp to recovery to draw 2 cards (Vindicator, Blessing of the Sages)

    auto succeed recovery check with steal soul

    "

    Rivani (Phrenic Master) wrote:

    Hand: Vindicator, Giant Form, Infernal Healing, Disintegrate, False Life, Quickened Ray, Staff of Greater Necromancy, Andachi, Fortune-teller, Blessing of the Sages,

    Displayed: Steal Soul,
    Deck: 5 Discard: 8 Buried: 3
    Hero Points: 3
    reroll last used: 6-6D / Hero Point: 6-6D // Rivani (Phrenic Master) has the following scourges marked:
    Wounded:
    While Marked:
    At the start of your turn, discard the top card of your deck.

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


    Deck Handler

    Ramexes's turn:
    Discard Robe of Items to draw Ring of Regeneration from deck and Bloodroot Poison from discard.

    Ranzak's turn
    Hour of The Dance
    When at least 3 types of boon are played on any check, a character may draw a card.

    SoT: Ring of Regen recharges Iomedae's Justice

    Stay at Blood Pool
    After you discard cards as damage, bury a card from your discards.

    End of Move step, use Third Eye to examine Blood Pool #1: Staff of Greater Healing
    It's Magic, so encounter it.
    Reveal Wadjet, trigger Steal Soul and Lost Harrows (hour is Harrow)

    Wis 14: 1d12 + 6 + 1d4 + 3 + 1d4 + 1d4 ⇒ (4) + 6 + (1) + 3 + (4) + (2) = 20 Success

    Free explore of #2: Toff Ornelos
    Reveal Wadjet, trigger Steal Soul
    Cha 15: 1d6 + 1 + 1d4 + 3 + 1d4 + 1d4 ⇒ (3) + 1 + (4) + 3 + (4) + (3) = 18 Success

    Ranzak!: 1d6 ⇒ 4

    Bonus explore of #3: Sadomasochism
    Wow, item 6, ally 6, spell 6...
    Reveal Wadjet, trigger Steal Soul and Lost Harrows (hour is Harrow)

    Wis 15: 1d12 + 6 + 1d4 + 3 + 1d4 + 1d4 ⇒ (12) + 6 + (1) + 3 + (1) + (1) = 24 Success

    Ranzak!: 1d6 ⇒ 1
    Max-min-min-min-min. Go home, diebot, you're drunk.

    Discard Toff to explore #4: Accursed Priest
    Reveal and reveal Dancing Dagger, reveal Embalming Fluid, trigger Steal Soul and Toff
    Combat 11+6+6=23 (28): 1d10 + 4 + 3d4 + 3 + 2 + 1d4 + 1d6 ⇒ (6) + 4 + (3, 2, 1) + 3 + 2 + (4) + (4) = 29 Success w/ overkill
    Embalming Fluid: Cannot fail Disable 7 with three dice +4 (tools, steal soul) - safe
    AA: Bury Wadjet (it's done its job!)
    Koriantu heals Boots of Alacrity

    Close location: bury Sadomasochism and Bloodroot Poison
    WPC: heal Toff Ornelos. Koriantu is banished.
    Discard Venomous Dagger from hand and Blessing of Yaezhing from deck for scenario effect.

    Move to Base and explore, picking up Boors and healing Cerulean Mastermind.
    Display Boors.

    End turn
    Ring of Regen recharges Blessing of Yaezhing
    Draw two.
    Then discard Limning Starknife from hand and Boots of Alacrity (again!) from deck.

    During Adowyn's turn, bury Boors to draw Dancing Dagger and Serithtial
    (holy crap!)

    Ranzak wrote:

    Hand: Dancing Dagger, Dancing Dagger 2, Serithtial, Thieves' Tools (Core), Embalming Fluid, Ring of Regeneration, Staff of Greater Healing, Blessing of the Quartermaster, Master of Masters, Iomedae's Justice,

    Displayed: Third Eye, Angelic Armor, Steal Soul, The Lost Harrows,
    Deck: 7 Discard: 8 Buried: 4
    Hero Points: 2
    Used Accessory re-roll: N
    NOTES:
    Available Support: Daggers (for 2d4), Angelic Armor (vs Incorporeal), 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 the Savored Sting, Razorglass Knife, The Tangled Briar, Asmodeus's Tyranny, Toff Ornelos, Cerulean Mastermind
    Recharged: Blessing of Yaezhing,
    Discard Pile: Venomous Heavy Crossbow +2, Kazavon's Shield, Repulsion, Forensic Physician, Robe of Items, Venomous Dagger, Limning Starknife, Boots of Alacrity,
    Buried Pile: Blessing of Wadjet, Sadomasochism, Bloodroot Poison, Boors,

    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 defeat a barrier, you may mark your location to represent setting a trap. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.


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

    Hour of The Midwife. At start of turn, reveal Headband of the Wolf to recharge Aspect of the Wolf from my discards. Then discard Stag to move to Pits. Then summon and encounter a monster: Sneak. Recharge Snow Leopard to evade it, examining the top card of Pits: Ashbringer. Put it underneath the top card of Pits (making Card 2 the new top card). Finally examine the top card of Pits for Leryn since this is all still the start of my turn: Jasan Adriel.

    I'm terrible at acquiring this as well, so I'll recharge Headband of the Wolf to examine it again (to get it out of my hand) and display Hellknight Plate, then end turn. I have 6 cards in discards (which is my hand size) so scenario power doesn't kick in.

    Adowyn wrote:

    Hand: Marksman's Bow, Archer's Bracers, Blessing of Wind and Waves, Balmberry, Thorn Bow, Major Cure,

    Displayed: Leryn (Cohort), Moise, Hellknight Plate,
    Deck: 7 Discard: 6 Buried: 2
    Current Location: Pits
    Hero Points: 0
    6-6D Playmat: available
    6-6D Reroll: available
    NOTES:
    Available Support: Use anything marked feel free to use without asking.
    Feel free to use:
    Local only, ask in Discord first if I'm distant:
    - Moise: heal a card and get rid of Plagued/Poisoned/Wounded
    - Major Cure: heal 1d4+1 cards
    - Blessing of Wind and Waves: On any check, bury to bless
    Ask in Discord before using:
    - Anything in ""feel free to use"" if I'm distant
    Movement: Group with party

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Savored Sting, Hatchetbird, Fox, Blessing of Milani
    Recharged: Aspect of the Wolf, Snow Leopard, Headband of the Wolf,
    Discard Pile: Efficient Quiver, Blessing of Old Deadeye, Cure, Bearskin Armor, Stag, Leryn (Ally),
    Buried Pile: Blessing of Erastil, Nirmathas Longbow,

    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.

    Pits 1 and 2 examined and rearranged (Card 2 is on top, followed by Card 1)


    Rivani could've moved elsewhere when Ranzak closed Blood Pool

    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: Stars

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

    Shared Tracker (Hands/Loot/Supporters)

    During This Scenario: Setup: Remove Red Mantis barriers from the vault for this scenario.

    Add the Perils wildcard Unhallowed and the Harrows wildcard Harrow of Hammers.

    Each character suffers the scourges Plagued and Wounded.

    During This Scenario: Display the story banes Kayltanya and Koriantu next to random different locations. On your combat check, if Kayltanya is displayed at your location, you may reroll 1 die. When you defeat a monster, if Koriantu is displayed at your location, you may heal 1 card. When a location at which Kayltanya or Koriantu is displayed closes, banish that story bane.

    After you reset and when you close a location, if your maximum hand size exceeds the number of cards in your discards, discard a card from your deck and a card from your hand.

    On a distant check, after playing a card, suffer 1d4+1 Combat damage.

    Wildcards
    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. Scenario Setup
    Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.Scenario Setup
    Desperate: When you encounter a boon and do not acquire it, discard a card. The dragon will not easily part with his riches.
    Harrow of Crowns: The difficulty of checks against summoned banes is increased by 4.The demilich enhances anyone they call to their aid.

    Additional Rules: Story Banes

    Danger: Taniniver
    Villain: Demilich (Yln)
    Henchmen (Closing): Ildervok, Taniniver, Animated Objects-Henchman Proxy B

    Taniniver:

    Story Bane
    Type: Monster
    Traits: Dragon
    To Defeat: Constitution Fortitude 10 THEN Combat 24
    Resistant to Acid, Attack, Cold, Electricity, and Fire. After acting, each local character suffers the scourges Plagued and Wounded. If undefeated, suffer the scourge Drained.

    Demilich:

    Story Bane
    Type: Monster
    Traits: Undead Lich Veteran
    To Defeat: Combat 14+## THEN Combat 12+## OR Divine 9+#
    Immune to Mental and Poison. Resistant to Attack. Before acting, each character must succeed at a Constitution, Wisdom, Divine, or Fortitude 6+# check or suffer the scourge Drained and bury 1d4+1 cards from their hand, deck, and/or discards. If this monster would be defeated, roll 1d4. On a 1, it is undefeated. If undefeated, bury your deck or role card.

    Ildervok:

    Story Bane
    Type: Monster
    Traits: Fiend Undead
    To Defeat: Combat 30
    Immune to Cold, Mental, and Poison. Before acting, each local character either buries the top card of their deck, discards a random card, or suffers 1d4+1 Cold damage. If undefeated, bury all Magic boons in your hand, displayed cards, and discards.

    Animated Object:

    Story Bane
    Type: Monster
    Traits: Construct Veteran
    To Defeat: Combat 12+## OR Arcane 7+#
    A random local character encounters this monster instead. If defeated, roll 1d4, then summon and encounter a boon of the corresponding type: 1. Weapon 3. Armor 2. Spell 4. Item

    Ancient Skeleton:

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

    Scenario Level (#): 6

    Turn: 10, Rivani/Zalarian

    Random Cards:

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

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

    Spoiler:
    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:
    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:
    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.

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

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

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

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

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

    Armors
    Spoiler:
    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.

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

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

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

    Allies
    Spoiler:
    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:
    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:
    Landshark Whelp
    CotCT
    Ally 4
    Traits:
    Aberration
    To Acquire:
    Wisdom
    Survival 9
    On a local combat check, freely banish to add 2d6 and the Piercing trait.
    Banish to explore. This exploration, you may ignore cards' before acting powers.

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


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

    Spoiler:
    The 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 Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.

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

    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.

    Hour Power: On your turn, if you would suffer a scourge, a random local character suffers it instead.

    Current Hour:

    Lady Despair:
    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.

    Hours Remaining: 19

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 1 Ramexes/Gimry
    The Rakshasa
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
    To Acquire:
    Intelligence
    Arcane 4+#
    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.
    Hourglass Card 2 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 2 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 3 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 3 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 4 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 4 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 5 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 5 Ramexes/Gimry
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    Veteran
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Hourglass Card 6 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 6 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 7 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 7 Adowyn/skizzerz
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Hourglass Card 8 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 8 Rivani/Zalarian
    The Inquisitor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: You may not use powers to reroll dice.
    To Acquire:
    Intelligence
    Diplomacy 4+#
    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.
    Hourglass Card 9 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 9 Ramexes/Gimry
    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.
    Hourglass Card 10 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 10 Ranzak/Iceman91
    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 11 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 11 Adowyn/skizzerz
    The Hidden Truth
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
    To Acquire:
    Intelligence
    Stealth 4+#
    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.
    Hourglass Card 12 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 12 Rivani/Zalarian
    The Lost
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would recharge a Magic boon, discard it instead.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
    Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
    Hourglass Card 13 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 13 Ramexes/Gimry
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    Veteran
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 14 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 14 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 15 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 15 Adowyn/skizzerz
    The Crows
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
    To Acquire:
    Dexterity
    Stealth 4+#
    On your check to acquire, discard to bless twice.
    Discard to explore; if you do not encounter a boon, bury this card instead.
    Hourglass Card 16 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 16 Rivani/Zalarian
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 17 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 17 Ramexes/Gimry
    The Cricket
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When a character moves on their turn, each other local character may move with them.
    To Acquire:
    Dexterity
    Ranged 4+#
    On any check, discard to bless.
    On another character's Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.
    Hourglass Card 18 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 18 Ranzak/Iceman91
    The Peacock
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, if no boons are played, it is blessed.
    To Acquire:
    Dexterity
    Diplomacy 4+#
    On any check, recharge to bless.
    No other boon may be played on this check.
    Discard to explore.
    Hourglass Card 19 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 19 Adowyn/skizzerz
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.

    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 ?: 4
    Located/Displayed Here: Rivani/Zalarian, Ranzak/Iceman91, None

    Base Card 1 (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 2 (Jayna Lemore):
    Jayna Lemore
    None
    Supporter 3
    Traits:
    Human
    Paladin
    Display. While displayed:
    • On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
    • [] You may bury to allow a local character to ignore a card’s before or after acting power.
    Please, before it’s too late, ride with me and let us save the fortress.
    Base Card 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...?
    Base Card 4 (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.

    Location #2: Dungeons
    Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Dungeons Card 1 (Orc Rager):
    Orc Rager
    CotCT
    Monster 2
    Traits:
    Barbarian
    Orc
    Veteran
    To Defeat:
    Combat 10+##
    Before acting, suffer 1d4 Combat damage.
    Dungeons Card 2:
    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.
    Dungeons 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.
    Dungeons Card 4:
    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.
    Dungeons Card 5:
    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.
    Dungeons Card 6:
    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.
    Dungeons Card 7:
    Ash Giant Zombie
    CotCT
    Monster 5
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 24
    Immune to Cold, Electricity, Force, Mental, and Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
    Dungeons Card 8:
    Ildervok
    CotCT
    Story Bane 5
    Type: Monster
    Traits:
    Fiend
    Undead
    To Defeat:
    Combat 30
    Immune to Cold, Mental, and Poison.
    Before acting, each local character either buries the top card of their deck, discards a random card, or suffers 1d4+1 Cold damage.
    If undefeated, bury all Magic boons in your hand, displayed cards, and discards.
    Dungeons Card 9:
    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.
    Dungeons Card 10:
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.

    Location #4: Repository
    Sacred
    Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M: 0 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Ramexes/Gimry, None
    Repository Card 1:
    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.
    Repository Card 2:
    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.
    Repository Card 3:
    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.
    Repository Card 4:
    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.
    Repository Card 5:
    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.
    Repository Card 6:
    Henchman Proxy B3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Repository Card 7:
    Dominate
    CotCT
    Spell 6
    Traits:
    Arcane
    Attack
    Divine
    Magic
    Mental
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    When you encounter a monster, banish to evade it, then search your location for a boon and draw it.

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


    Location #5: Ossuary
    Sacred
    Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M: 3 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Kayltanya
    Ossuary Card 1:
    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+#.
    Ossuary 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.
    Ossuary Card 3:
    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.
    Ossuary Card 4:
    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.
    Ossuary Card 5:
    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.

    Ossuary Card 6:
    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.
    Ossuary Card 7:
    Shining Child
    CotCT
    Monster 5
    Traits:
    Fire
    Outsider
    To Defeat:
    Combat 20
    Immune to Fire and Poison. All damage is Fire.
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Ossuary Card 8:
    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.

    Ossuary Card 9:
    Henchman Proxy B4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Ossuary Card 10:
    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.

    Location #7: Pits
    Underground
    Wild
    At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
    When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
    When Permanently Closed: You may shuffle your deck.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Adowyn/skizzerz, None
    Pits Card 1 (Jasan Adriel):
    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.
    Pits Card 2 (Ashbringer):
    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.
    Pits Card 3:
    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.

    Pits Card 4:
    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.
    Pits Card 5:
    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.
    Pits Card 6:
    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.
    Pits Card 7:
    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.
    Pits Card 8:
    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.
    Pits Card 9:
    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.
    Pits Card 10:
    Demilich
    None
    Story Bane 4
    Type: Monster
    Traits:
    Undead
    Lich
    Veteran
    To Defeat:
    Combat 14+##
    THEN Combat 12+##
    OR Divine 9+#
    Immune to Mental and Poison. Resistant to Attack.

    Before acting, each character must succeed at a Constitution, Wisdom, Divine, or Fortitude 6+# check or suffer the scourge Drained and bury 1d4+1 cards from their hand, deck, and/or discards.

    If this monster would be defeated, roll 1d4. On a 1, it is undefeated.

    If undefeated, bury your deck or role card.


    Location #8: 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)

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

    Turn - Hour: 10- Lady Despair
    Hour Rules: On your turn, if you would suffer a scourge, a random local character suffers it instead.

    SOT: discard top card (Clairvoyance) due to wounded
    Give Card: None
    display Infernal Healing

    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->Ossuary
    examine top 3 cards of location deck:
    Ossuary Card 1: Sawtooth Saber
    Ossuary Card 2: Kazavon's Iron Golem
    Ossuary Card 3: Deathbane Throwing Axe

    recharge fortune teller and choose boon
    Explore: Ossuary Card 1: Sawtooth Saber
    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+#.

    Recharge False Life to use Knowledge
    INT Knowledge Perception Check DC 13: 1d12 + 6 + 1d4 ⇒ (7) + 6 + (2) = 15 Success

    Location Powers: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.

    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.

    Will discard Disintegrate to use staff of necromancy and send quickened ray to recovery to add 2d6 and fire
    Arcane INT Check DC 19+6=25/30: 1d12 + 6 + 2d12 + 1d4 + 2d6 ⇒ (2) + 6 + (10, 4) + (4) + (6, 6) = 38 Success

    Rivani Ends her turn; discard has 10 cards so good there..will bury Clairvoyance via infernal healing to remove wounded instead of healing 1

    Reminder of Scenario changes:

    During This Adventure:

    Spoiler:
    Harrow Suit: Stars

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

    Shared Tracker (Hands/Loot/Supporters)

    During This Scenario: Setup: Remove Red Mantis barriers from the vault for this scenario.

    Add the Perils wildcard Unhallowed and the Harrows wildcard Harrow of Hammers.

    Each character suffers the scourges Plagued and Wounded.

    During This Scenario: Display the story banes Kayltanya and Koriantu next to random different locations. On your combat check, if Kayltanya is displayed at your location, you may reroll 1 die. When you defeat a monster, if Koriantu is displayed at your location, you may heal 1 card. When a location at which Kayltanya or Koriantu is displayed closes, banish that story bane.

    After you reset and when you close a location, if your maximum hand size exceeds the number of cards in your discards, discard a card from your deck and a card from your hand.

    On a distant check, after playing a card, suffer 1d4+1 Combat damage.

    Wildcards
    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. Scenario Setup
    Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.Scenario Setup
    Desperate: When you encounter a boon and do not acquire it, discard a card. The dragon will not easily part with his riches.
    Harrow of Crowns: The difficulty of checks against summoned banes is increased by 4.The demilich enhances anyone they call to their aid.

    Rivani attempts to recover all cards in her Recovery pile.
    Rivani (Phrenic Master) attempts to recover all cards in her Recovery pile.
    Quickened Ray: Arcane 14: 1d12 + 6 + 1d4 ⇒ (6) + 6 + (4) = 16 -> Quickened Ray recharged .

    Rivani resets her hand.

    "

    Rivani (Phrenic Master) wrote:

    Hand: Vindicator, Sawtooth Sabre, Giant Form, Dominate, Chain Lightning, Staff of Greater Necromancy, Andachi, Blessing of the Sages,

    Displayed: Steal Soul, Infernal Healing,
    Deck: 5 Discard: 9 Buried: 4
    Hero Points: 3
    reroll last used: 6-6D / Hero Point: 6-6D
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move order preference: 1st location without anyone and if someone they aren'tplagued: Laboratory, Blood Pool, Dungeons(not alone), Ossuary, Pits, Repository
    Other: Upgrade List:

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Major Harrowing, Bound Imp, Fortune-teller, False Life, Quickened Ray,
    Discard Pile: The Lady of Mysteries, Headband of Mental Superiority, Death's Touch, Lyrune-quah Moon Maiden, The First, Fate-reader Lenses, Vampiric Touch, Brooch of Protection, Disintegrate,
    Buried Pile: The Foreign Trader, The Peacock, Aviva Racovick, Clairvoyance,

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

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

    "

    [u]Summary[/u]
    Current Location: Ossuary
    Acquired: Ossuary Card 1: Sawtooth Saber
    Banished: Ossuary Card 2: Kazavon's Iron Golem
    Examined: Ossuary Card 3: Deathbane Throwing Axe
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None


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

    ========================
    Ramexes starts his turn.
    Hour: The Rakshasa
    Hour Power:On your Charisma check, you may use your Intelligence die instead of the normal die.
    Location: Repository
    Location Power:When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    During This Adventure:
    Scenario Powers:

  • When your location closes, you may display the story bane Kayltanya or the story bane Koriantu next to any location.
  • On your combat check, if Kayltanya is displayed at your location, you may reroll 1 die.
  • When you defeat a monster, if Koriantu is displayed at your location, you may heal 1 card.
  • After you reset and when you close a location, if your maximum hand size exceeds the number of cards in your discards, discard a card from your deck and a card from your hand.
  • On a distant check, after playing a card, suffer 1d4+1 Combat damage.
  • Wildcards
  • 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. Scenario Setup
  • Harrow of Hammers:On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck. Scenario Setup
  • Desperate:When you encounter a boon and do not acquire it, discard a card. The dragon will not easily part with his riches.
  • Harrow of Crowns:The difficulty of checks against summoned banes is increased by 4.The demilich enhances anyone they call to their aid.

    Display Divine Fortune on my turn

    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.

    Constitution 12: 1d8 + 1d8 + 1d8 + 1d6 ⇒ (4) + (1) + (5) + (1) = 11

    Roll Details:

    Constitution - 1d8
    Martial Specialist - 1d8
    Blessed - 1d8
    Divine Fortune - 1d6

    RechargeDiscard Gods to copy Hour to bless Magic Check

    Reroll a d8
    Constitution 12: 4 + 1d8 + 5 + 1 ⇒ 4 + (7) + 5 + 1 = 17

    Plagued
    Constitution 9(3+6): 1d8 + 1d6 ⇒ (4) + (2) = 6

    Roll Details:

    Constitution - 1d8
    Divine Fortune - 1d6

    Bury Regill from Deck
    Discard Clib (From Hand) and Abadar's Law(Deck) for Scenario Power

    "

    Ramexes wrote:

    Hand: Thundering Earthbreaker, Commander's Falchion, Darb Tuttle, Our Lord In Iron,

    Displayed: Red War Paint, Divine Fortune, Bearskin Armor,
    Deck: 10 Discard: 6 Buried: 3
    Current Location: Repository
    Hero Points: 0 // Ramexes has the following scourges marked:
    Plagued:
    While Marked:
    At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.

    At the end of your turn, succeed at a Constitution of Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.


    NOTES:
    Other: Paizo reroll used for scenario 6-6C1?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ukwar Axe, The Healing Light, Divine Insight, Flamer (Druid of the Flame), Major Cure, Steal Soul, Wand of Restorative Touch, Angelic Armor, The Mountain Man, Hellknight Plate
    Recharged:
    Discard Pile: Lyrune-Qua Truthspeaker, Shock Greatsword +2, Staff of Minor Healing, Blessing of the Gods, Clib (Clockwork Librarian), Abadar's Law,
    Buried Pile: Gorum's Iron, Thundering Earthbreaker (2), Regill (Hellknight of the Nail),

    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 ) (☑ +2 )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 Top Card of Repository


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

    missed that golem immune to attack

    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.

    Recharge Sawtooth Saber to use Knowledge with Vindicator and recharge discard Blessing of the sages to add 3d4
    INT Knowledge Perception Check DC 19+6=25/30: 1d12 + 6 + 1d10 + 1 + 1d4 + 3d4 ⇒ (8) + 6 + (1) + 1 + (2) + (3, 2, 4) = 27 Success but not complete..Kayltanya allows a die reroll
    Random Roll: 26 + 1d10 ⇒ 26 + (3) = 29 still not good enough so discard top card of deck -dominate

    buried dominate via infernal healing to get rid of wounded

    "

    Rivani (Phrenic Master) wrote:

    Hand: Vindicator, Giant Form, Disintegrate, False Life, Quickened Ray, Chain Lightning, Staff of Greater Necromancy, Andachi,

    Displayed: Steal Soul, Infernal Healing,
    Deck: 4 Discard: 10 Buried: 4
    Hero Points: 3
    reroll last used: 6-6D / Hero Point: 6-6D
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move order preference: 1st location without anyone and if someone they aren'tplagued: Laboratory, Blood Pool, Dungeons(not alone), Ossuary, Pits, Repository
    Other: Upgrade List:

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Major Harrowing, Bound Imp, Fortune-teller, Sawtooth Saber,
    Discard Pile: The Lady of Mysteries, Headband of Mental Superiority, Death's Touch, Lyrune-quah Moon Maiden, The First, Fate-reader Lenses, Vampiric Touch, Brooch of Protection, Clairvoyance, Blessing of the Sages,
    Buried Pile: The Foreign Trader, The Peacock, Aviva Racovick, Dominate,

    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: no activity

    Ranzak's turn
    Hour of Abadar's Law
    On your check to close or to guard, add 1d4.

    SoT: Ring of Regen recharges Venomous Dagger
    Staff of Greater Healing heals Kazavon's Shield

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

    Reveal Third Eye to examine and encounter #3: Deathbane Throwing Axe
    Trigger Steal Soul
    Dex 13: 1d10 + 3 + 1d4 + 3 + 1d4 ⇒ (5) + 3 + (1) + 3 + (4) = 16 Success

    Free explore of #4: Shoanti Barbarian Hide
    Trigger Lost Harrows (hour is not harrow) and Steal Soul
    Cannot fail Survival 12 with three dice +9

    Ranzak!: 1d6 ⇒ 3

    Bonus explore of #5: Boneshatter
    Trigger Lost Harrows (hour is not harrow) and Steal Soul
    Wis 14: 1d12 + 3 + 1d4 + 3 + 1d4 ⇒ (9) + 3 + (2) + 3 + (2) = 19 Success

    Ranzak!: 1d6 ⇒ 2

    Display Shoanti Barbarian Hide

    Discard Master of Masters to explore #6: Azer

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

    Reveal and reveal Dancing Dagger, freely reveal other Dancing Dagger, reveal Embalming Fluid, trigger Steal Soul
    Combat 11+6+6=23 (28): 1d10 + 4 + 3d4 + 3 + 1d4 + 2 + 1d4 ⇒ (7) + 4 + (1, 3, 2) + 3 + (2) + 2 + (3) = 27 MoM rerolls the 1... 1d4 ⇒ 1 then Kayltanya rerolls the 1... 1d4 ⇒ 2 Success w/ overkill
    Embalming Fluid check, revealing Thieves' Tools - cannot fail Disable 7 w/ three dice +4: safe

    AA: Suffer 1d4 - 1 ⇒ (4) - 1 = 3 fire damage, drawing Angelic Armor to absorb one, discarding Boneshatter and Deathbane Throwing Axe to the other two

    Display Angelic Armor.

    Discard Iomedae's Justice to explore #7: Shining Child

    Spoiler:
    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.

    BA: Trigger Steal Soul
    Fort 8: 1d12 + 3 + 1d4 ⇒ (7) + 3 + (3) = 13 Success

    Reveal and reveal Dancing Dagger, freely reveal other Dancing Dagger, trigger Steal Soul, trigger Justice
    Combat 20 (25): 1d10 + 4 + 3d4 + 3 + 1d4 + 1d4 + 1d4 ⇒ (9) + 4 + (4, 2, 3) + 3 + (1) + (2) + (4) = 32 Success w/ overkill

    End turn
    Ring of Regen recharges Master of Masters.
    Draw up, but no scenario discards.

    Ranzak wrote:

    Hand: Dancing Dagger, Dancing Dagger 2, Razorglass Knife, Thieves' Tools (Core), Embalming Fluid, Ring of Regeneration, Staff of Greater Healing, Blessing of the Quartermaster, Asmodeus's Tyranny,

    Displayed: Third Eye, Angelic Armor, Steal Soul, The Lost Harrows, Shoanti Barbarian Hide,
    Deck: 8 Discard: 9 Buried: 4
    Hero Points: 2
    Used Accessory re-roll: N
    NOTES:
    Available Support: Daggers (for 2d4), Angelic Armor (vs Incorporeal), and Blessings are available. Can heal with the Staff as well.
    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, Blessing of Yaezhing, Blessing of the Savored Sting, The Tangled Briar, Venomous Dagger, Toff Ornelos, Cerulean Mastermind
    Recharged: Master of Masters,
    Discard Pile: Venomous Heavy Crossbow +2, Repulsion, Forensic Physician, Robe of Items, Limning Starknife, Boots of Alacrity, Deathbane Throwing Axe, Boneshatter, Iomedae's Justice,
    Buried Pile: Blessing of Wadjet, Sadomasochism, Bloodroot Poison, Boors,

    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 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.


    BA: Rivani must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.

    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: Stars

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

    Shared Tracker (Hands/Loot/Supporters)

    During This Scenario: Setup: Remove Red Mantis barriers from the vault for this scenario.

    Add the Perils wildcard Unhallowed and the Harrows wildcard Harrow of Hammers.

    Each character suffers the scourges Plagued and Wounded.

    During This Scenario: Display the story banes Kayltanya and Koriantu next to random different locations. On your combat check, if Kayltanya is displayed at your location, you may reroll 1 die. When you defeat a monster, if Koriantu is displayed at your location, you may heal 1 card. When a location at which Kayltanya or Koriantu is displayed closes, banish that story bane.

    After you reset and when you close a location, if your maximum hand size exceeds the number of cards in your discards, discard a card from your deck and a card from your hand.

    On a distant check, after playing a card, suffer 1d4+1 Combat damage.

    Wildcards
    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. Scenario Setup
    Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.Scenario Setup
    Desperate: When you encounter a boon and do not acquire it, discard a card. The dragon will not easily part with his riches.
    Harrow of Crowns: The difficulty of checks against summoned banes is increased by 4.The demilich enhances anyone they call to their aid.

    Additional Rules: Story Banes

    Danger: Taniniver
    Villain: Demilich (Yln)
    Henchmen (Closing): Ildervok, Taniniver, Animated Objects-Henchman Proxy B

    Taniniver:

    Story Bane
    Type: Monster
    Traits: Dragon
    To Defeat: Constitution Fortitude 10 THEN Combat 24
    Resistant to Acid, Attack, Cold, Electricity, and Fire. After acting, each local character suffers the scourges Plagued and Wounded. If undefeated, suffer the scourge Drained.

    Demilich:

    Story Bane
    Type: Monster
    Traits: Undead Lich Veteran
    To Defeat: Combat 14+## THEN Combat 12+## OR Divine 9+#
    Immune to Mental and Poison. Resistant to Attack. Before acting, each character must succeed at a Constitution, Wisdom, Divine, or Fortitude 6+# check or suffer the scourge Drained and bury 1d4+1 cards from their hand, deck, and/or discards. If this monster would be defeated, roll 1d4. On a 1, it is undefeated. If undefeated, bury your deck or role card.

    Ildervok:

    Story Bane
    Type: Monster
    Traits: Fiend Undead
    To Defeat: Combat 30
    Immune to Cold, Mental, and Poison. Before acting, each local character either buries the top card of their deck, discards a random card, or suffers 1d4+1 Cold damage. If undefeated, bury all Magic boons in your hand, displayed cards, and discards.

    Animated Object:

    Story Bane
    Type: Monster
    Traits: Construct Veteran
    To Defeat: Combat 12+## OR Arcane 7+#
    A random local character encounters this monster instead. If defeated, roll 1d4, then summon and encounter a boon of the corresponding type: 1. Weapon 3. Armor 2. Spell 4. Item

    Ancient Skeleton:

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

    Scenario Level (#): 6

    Turn: 13, Adowyn/skizzerz

    Random Cards:

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

    Spoiler:
    Sayona
    CotCT
    Monster 5
    Traits:
    Sayona
    Undead
    To Defeat:
    Combat 21
    Immune to Mental and Poison.
    Resistant to Cold.
    On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset.

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

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

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

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

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

    Spoiler:
    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:
    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.

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

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


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

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

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

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

    Spoiler:
    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.

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

    Spoiler:
    Landshark Whelp
    CotCT
    Ally 4
    Traits:
    Aberration
    To Acquire:
    Wisdom
    Survival 9
    On a local combat check, freely banish to add 2d6 and the Piercing trait.
    Banish to explore. This exploration, you may ignore cards' before acting powers.

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


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

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

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

    Blessings
    Spoiler:
    Lady Luck
    Core
    Blessing 3
    Traits:
    Deity: Desna
    Divine
    When this is the hour: When you play a blessing, you may give a card to any character.
    To Acquire:
    Wisdom
    Divine
    Perception 8
    On any check, freely discard to reroll.
    Discard to move, then explore.

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

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

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

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

    Hour Power: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.

    Current Hour:

    The Avalanche:
    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.

    Hours Remaining: 16

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 1 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 2 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 2 Ramexes/Gimry
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    Veteran
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Hourglass Card 3 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 3 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 4 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 4 Adowyn/skizzerz
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Hourglass Card 5 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 5 Rivani/Zalarian
    The Inquisitor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: You may not use powers to reroll dice.
    To Acquire:
    Intelligence
    Diplomacy 4+#
    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.
    Hourglass Card 6 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 6 Ramexes/Gimry
    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.
    Hourglass Card 7 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 7 Ranzak/Iceman91
    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 8 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 8 Adowyn/skizzerz
    The Hidden Truth
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
    To Acquire:
    Intelligence
    Stealth 4+#
    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.
    Hourglass Card 9 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 9 Rivani/Zalarian
    The Lost
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would recharge a Magic boon, discard it instead.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
    Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
    Hourglass Card 10 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 10 Ramexes/Gimry
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    Veteran
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 11 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 11 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 12 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 12 Adowyn/skizzerz
    The Crows
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
    To Acquire:
    Dexterity
    Stealth 4+#
    On your check to acquire, discard to bless twice.
    Discard to explore; if you do not encounter a boon, bury this card instead.
    Hourglass Card 13 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 13 Rivani/Zalarian
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 14 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 14 Ramexes/Gimry
    The Cricket
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When a character moves on their turn, each other local character may move with them.
    To Acquire:
    Dexterity
    Ranged 4+#
    On any check, discard to bless.
    On another character's Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.
    Hourglass Card 15 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 15 Ranzak/Iceman91
    The Peacock
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, if no boons are played, it is blessed.
    To Acquire:
    Dexterity
    Diplomacy 4+#
    On any check, recharge to bless.
    No other boon may be played on this check.
    Discard to explore.
    Hourglass Card 16 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 16 Adowyn/skizzerz
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.

    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 ?: 4
    Located/Displayed Here: None

    Base Card 1 (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 2 (Jayna Lemore):
    Jayna Lemore
    None
    Supporter 3
    Traits:
    Human
    Paladin
    Display. While displayed:
    • On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
    • [] You may bury to allow a local character to ignore a card’s before or after acting power.
    Please, before it’s too late, ride with me and let us save the fortress.
    Base Card 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...?
    Base Card 4 (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.

    Location #2: Dungeons
    Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Dungeons Card 1 (Orc Rager):
    Orc Rager
    CotCT
    Monster 2
    Traits:
    Barbarian
    Orc
    Veteran
    To Defeat:
    Combat 10+##
    Before acting, suffer 1d4 Combat damage.
    Dungeons Card 2:
    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.
    Dungeons 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.
    Dungeons Card 4:
    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.
    Dungeons Card 5:
    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.
    Dungeons Card 6:
    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.
    Dungeons Card 7:
    Ash Giant Zombie
    CotCT
    Monster 5
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 24
    Immune to Cold, Electricity, Force, Mental, and Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
    Dungeons Card 8:
    Ildervok
    CotCT
    Story Bane 5
    Type: Monster
    Traits:
    Fiend
    Undead
    To Defeat:
    Combat 30
    Immune to Cold, Mental, and Poison.
    Before acting, each local character either buries the top card of their deck, discards a random card, or suffers 1d4+1 Cold damage.
    If undefeated, bury all Magic boons in your hand, displayed cards, and discards.
    Dungeons Card 9:
    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.
    Dungeons Card 10:
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.

    Location #4: Repository
    Sacred
    Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M: 0 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Ramexes/Gimry, None
    Repository Card 1:
    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.
    Repository Card 2:
    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.
    Repository Card 3:
    Mad Prophet
    CotCT
    Barrier 1
    Traits:
    Curse
    Task
    Veteran
    To Defeat:
    Intelligence
    Perception 4+#
    OR Charisma
    Diplomacy 6+#
    The difficulty is increased by the hour's level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.
    Repository Card 4:
    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.
    Repository Card 5:
    Henchman Proxy B3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Repository Card 6:
    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.


    Location #5: Ossuary
    Sacred
    Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Rivani/Zalarian, Ranzak/Iceman91, Kayltanya
    Ossuary Card 1:
    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.

    Ossuary Card 2:
    Henchman Proxy B4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Ossuary Card 3:
    Burning Tar
    Core
    Barrier 0
    Traits:
    Fire
    Obstacle
    Veteran
    To Defeat:
    Dexterity
    Acrobatics 6+#
    OR Constitution
    Craft
    Fortitude 7+#
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.

    Location #7: Pits
    Underground
    Wild
    At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
    When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
    When Permanently Closed: You may shuffle your deck.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Adowyn/skizzerz, None
    Pits Card 1 (Jasan Adriel):
    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.
    Pits Card 2 (Ashbringer):
    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.
    Pits Card 3:
    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.

    Pits Card 4:
    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.
    Pits Card 5:
    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.
    Pits Card 6:
    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.
    Pits Card 7:
    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.
    Pits Card 8:
    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.
    Pits Card 9:
    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.
    Pits Card 10:
    Demilich
    None
    Story Bane 4
    Type: Monster
    Traits:
    Undead
    Lich
    Veteran
    To Defeat:
    Combat 14+##
    THEN Combat 12+##
    OR Divine 9+#
    Immune to Mental and Poison. Resistant to Attack.

    Before acting, each character must succeed at a Constitution, Wisdom, Divine, or Fortitude 6+# check or suffer the scourge Drained and bury 1d4+1 cards from their hand, deck, and/or discards.

    If this monster would be defeated, roll 1d4. On a 1, it is undefeated.

    If undefeated, bury your deck or role card.


    Location #8: 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)

    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.

    Will display Giant form

    Constitution Check DC 8: 1d12 + 4 + 1d4 ⇒ (4) + 4 + (2) = 10 Success

    Rivani (Phrenic Master) attempts to recover all cards in her Recovery pile.
    Giant Form: Arcane 15: 1d12 + 6 + 1d4 ⇒ (4) + 6 + (2) = 12 -> Giant Form discarded.


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

    Hour of The Avalanche. Move to Repository. Play Balmberry on Ramexes, healing him 1 card and getting rid of his Plagued. Explore.

    Repository 1: Blackjack’s Gear. Character power adds 1d6. Disable 10: 1d10 + 6 + 1d6 ⇒ (8) + 6 + (1) = 15 Acquired. Reload Leryn to examine/rearrange the next 2 cards in Repository: Deathbane Sling, Mad Prophet. Put them back in an order of Ramexe’s choosing. Recharge Blackjack’s Gear to move to Ossuary, display Blessing of Wind and Waves next to Ossuary, then end turn.

    Recover Balmberry: Survival 8: 1d8 + 5 ⇒ (1) + 5 = 6. Accessory reroll. Survival 8: 1d8 + 5 ⇒ (2) + 5 = 7. Banished. Re-display Leryn ASAP next turn.

    Adowyn wrote:

    Hand: Marksman's Bow, Archer's Bracers, Fox, Thorn Bow, Major Cure,

    Displayed: Leryn (Cohort), Moise, Hellknight Plate,
    Deck: 7 Discard: 6 Buried: 2
    Current Location: Ossuary
    Hero Points: 0
    6-6D Playmat: available
    6-6D Reroll: used
    NOTES:
    Available Support: Use anything marked feel free to use without asking.
    Feel free to use:
    Local only, ask in Discord first if I'm distant:
    - Moise: heal a card and get rid of Plagued/Poisoned/Wounded
    - Major Cure: heal 1d4+1 cards
    - Fox: On an Int/Wis check, recharge to add 1d4.
    Ask in Discord before using:
    - Anything in "feel free to use" if I'm distant
    Movement: Group with party

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Hatchetbird, Blessing of the Savored Sting, Blessing of Milani
    Recharged: Aspect of the Wolf, Snow Leopard, Headband of the Wolf, Blackjack's Gear,
    Discard Pile: Efficient Quiver, Blessing of Old Deadeye, Cure, Bearskin Armor, Stag, Leryn (Ally),
    Buried Pile: Blessing of Erastil, Nirmathas Longbow,

    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.

    Repository 1 acquired.
    Repository 2/3 examined and possibly rearranged.
    Ramexes heals 1 card and gets rid of Plagued.


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

    On Adowyn's turn, remove plagued and heal 1

    Ramexes is healed for 1: (Staff of Minor Healing). Deck shuffled.

    "Thank You Friend" I say as the hunter speeds off to their next target.


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

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

    Turn - Hour: 14 - Hourglass Card 1 Rivani/Zalarian Rovagug's Destruction
    Hour Rules: On your check, you may banish a random blessing from your discards to bless.

    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 Ossuary
    Ossuary Card 1: Fireball Beads

    Ossuary Card 2: Henchman Proxy B4
    Ossuary Card 3: Burning Tar
    Location Powers: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    Explore: Ossuary Card 1: 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.

    Arcane INT Check DC 9: 1d12 + 6 + 1d4 ⇒ (11) + 6 + (2) = 19 Success

    Bury Andachi to explore

    Animated Object:

    Story Bane
    Type: Monster
    Traits: Construct Veteran
    To Defeat: Combat 12+## OR Arcane 7+#
    A random local character encounters this monster instead. If defeated, roll 1d4, then summon and encounter a boon of the corresponding type: 1. Weapon 3. Armor 2. Spell 4. Item


    Rivani or Ranzak?: 1d2 ⇒ 1 Rivani encounters
    Arcane INT Check DC 7+6=13: 1d12 + 6 + 1d4 ⇒ (8) + 6 + (2) = 16 Success
    Random Boon: 1d4 ⇒ 1 Weapon - Blackjack's Rapier

    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.

    Recharge Fireball beads to use Knowledge
    INT Knowledge Acrobatics Check DC 13: 1d12 + 6 + 1d4 ⇒ (10) + 6 + (1) = 17 Success; attempt to close encountering ancient skeleton

    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.


    display chain lightning with steal soul along with quickened ray and banish random blessing (the first) to add 1d4; Ranzak reveals both dancing daggers to add 2d4
    Arcane INT Check DC 11+12+4=27/32: 1d12 + 6 + 3d6 + 1d4 + 2d6 + 1d4 + 2d4 ⇒ (1) + 6 + (4, 4, 2) + (1) + (5, 3) + (3) + (3, 2) = 34 Success
    success; will have Ranzak evade his skelly and do again
    Arcane INT Check DC 11+12+4=27/32: 1d12 + 6 + 3d6 + 1d4 + 2d4 ⇒ (12) + 6 + (3, 5, 4) + (2) + (2, 1) = 35
    Ossuary is closed, will exchange a card in your discards (brooch of protection) with 1 in my bury pile (Supporter Aviva).

    Will move to Base and acquire/display Jayna Lemore and then heal 1

    Rivani (Phrenic Master) is healed for 1: (Fate-reader Lenses). Deck shuffled.

    Rivani Ends her turn; 9 cards in discard so ok..will bury giant form to heal 1
    Rivani (Phrenic Master) is healed for 1: (The Lady of Mysteries). Deck shuffled.

    Reminder of Scenario changes:

    During This Adventure:

    Spoiler:
    Harrow Suit: Stars

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

    Shared Tracker (Hands/Loot/Supporters)

    During This Scenario: Setup: Remove Red Mantis barriers from the vault for this scenario.

    Add the Perils wildcard Unhallowed and the Harrows wildcard Harrow of Hammers.

    Each character suffers the scourges Plagued and Wounded.

    During This Scenario: Display the story banes Kayltanya and Koriantu next to random different locations. On your combat check, if Kayltanya is displayed at your location, you may reroll 1 die. When you defeat a monster, if Koriantu is displayed at your location, you may heal 1 card. When a location at which Kayltanya or Koriantu is displayed closes, banish that story bane.

    After you reset and when you close a location, if your maximum hand size exceeds the number of cards in your discards, discard a card from your deck and a card from your hand.

    On a distant check, after playing a card, suffer 1d4+1 Combat damage.

    Wildcards
    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. Scenario Setup
    Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.Scenario Setup
    Desperate: When you encounter a boon and do not acquire it, discard a card. The dragon will not easily part with his riches.
    Harrow of Crowns: The difficulty of checks against summoned banes is increased by 4.The demilich enhances anyone they call to their aid.

    Rivani attempts to recover all cards in her Recovery pile.
    Quickened Ray: Arcane 14: 1d12 + 6 + 1d4 ⇒ (9) + 6 + (3) = 18 -> Quickened Ray recharged .
    Chain Lightning: Arcane 10: 1d12 + 6 + 1d4 ⇒ (7) + 6 + (2) = 15 -> Chain Lightning recharged .

    Rivani resets her hand. Use bound imp to draw 2 (fate-reader lenses and fortune teller) auto succeed recharge check

    "

    Rivani (Phrenic Master) wrote:

    Hand: Vindicator, Blackjack's Rapier, Disintegrate, False Life, The Lady of Mysteries, Sawtooth Saber, Staff of Greater Necromancy, Fate-reader Lenses, Fortune-teller,

    Displayed: Steal Soul, Infernal Healing, Jayna Lemore,
    Deck: 5 Discard: 7 Buried: 6
    Hero Points: 3
    reroll last used: 6-6D / Hero Point: 6-6D
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move order preference: 1st location without anyone and if someone they aren'tplagued: Laboratory, Blood Pool, Dungeons(not alone), Ossuary, Pits, Repository
    Other: Upgrade List:

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Major Harrowing, Fireball Beads
    Recharged: Quickened Ray, Chain Lightning, Bound Imp,
    Discard Pile: Headband of Mental Superiority, Death's Touch, Lyrune-quah Moon Maiden, Aviva Racovick, Vampiric Touch, Clairvoyance, Blessing of the Sages,
    Buried Pile: The Foreign Trader, The Peacock, Brooch of Protection, Dominate, Andachi, Giant Form,

    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: Fireball Beads
    Blackjack's Rapier
    Jayna Lemore

    Banished: all other cards at Ossuary; also banised a blessing
    Examined: None
    Random Card(s) Used: W1
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): Ranzak needs to move


    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: Urgathoa's Gluttony
    Hour Power:On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    Location: Repository
    Location Power:When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    During This Adventure:
    Scenario Powers:

  • When your location closes, you may display the story bane Kayltanya or the story bane Koriantu next to any location.
  • On your combat check, if Kayltanya is displayed at your location, you may reroll 1 die.
  • When you defeat a monster, if Koriantu is displayed at your location, you may heal 1 card.
  • After you reset and when you close a location, if your maximum hand size exceeds the number of cards in your discards, discard a card from your deck and a card from your hand.
  • On a distant check, after playing a card, suffer 1d4+1 Combat damage.
  • Wildcards
  • 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. Scenario Setup
  • Harrow of Hammers:On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck. Scenario Setup
  • Desperate:When you encounter a boon and do not acquire it, discard a card. The dragon will not easily part with his riches.
  • Harrow of Crowns:The difficulty of checks against summoned banes is increased by 4.The demilich enhances anyone they call to their aid.

    Start of turn Divine Fortune goes to recovery

    Leave cards in order.

    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.

    Dexterity 13: 1d6 + 1d6 + 1d6 ⇒ (6) + (5) + (2) = 13

    Roll Details:

    Dexterity - 1d6
    Martial Specialist - 1d6
    Hour Power - 1d6

    Acquired, but Bury because of the hour

    Discard Recharge Darb Tuttle because the next card is a barrier

    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.

    Diplomacy 14(6+6+2): 1d10 + 6 + 1d10 ⇒ (1) + 6 + (3) = 10

    Roll Details:

    Diplomacy - 1d10+6
    Blessed - 1d10

    Have Ranzak recharge discard their Quartermaster to bless and take damage

    Suffer Dazed so that ends my turn.

    "Ramexes ends his turn.

    Ramexes attempts to recover all cards in his Recovery pile.
    Divine Fortune: Divine 13: 1d10 + 5 ⇒ (4) + 5 = 9 -> Divine Fortune discarded.

    Ramexes resets his hand."

    Drew Staff of Minor healing, so play that on Ranzaks turn
    Ramexes is healed for 1: (Blessing of the Gods). Deck shuffled.

    Hand Size < Discard Pile

    "

    Ramexes wrote:

    Hand: Thundering Earthbreaker, Commander's Falchion, Flamer (Druid of the Flame), Our Lord In Iron,

    Displayed: Red War Paint, Bearskin Armor,
    Deck: 12 Discard: 5 Buried: 4
    Current Location: Repository
    Hero Points: 0 // Ramexes has the following scourges marked:
    Dazed:
    While Marked:
    You may explore only once per turn and you may not examine locations.

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


    NOTES:
    Other: Paizo reroll used for scenario 6-6C1?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Mountain Man, Divine Insight, Wand of Restorative Touch, Blessing of the Gods, Darb Tuttle, Major Cure, The Healing Light, Hellknight Plate, Ukwar Axe, Steal Soul, Angelic Armor, Staff of Minor Healing
    Recharged:
    Discard Pile: Lyrune-Qua Truthspeaker, Shock Greatsword +2, Clib (Clockwork Librarian), Abadar's Law, Divine Fortune,
    Buried Pile: Gorum's Iron, Thundering Earthbreaker (2), Regill (Hellknight of the Nail), Deathbane Sling,

    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 ) (☑ +2 )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 2 of Repository
    Failed to defeat Card 3. Location shuffled


  • Deck Handler

    Off-turn: Move to Repository when Ossuary closes.
    Discard Quartermaster to bless.

    Ranzak's turn
    Hour of Our Lord in Iron
    On your combat check, you may reveal any number of weapons; for each, add 1.

    SoT: Ring of Regen recharges Iomedae's Justice
    Staff of Greater Healing either removes Ramexes's Daze or heals him one card.

    Free explore of Repo #1d4 + 2 ⇒ (2) + 2 = 4: Brain Mold

    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.

    Ramexes and Ranzak are drained and poisoned

    CtD: Trigger Lost Harrows and Steal Soul
    Survival 7: 1d12 + 6 + 1d4 - 2 ⇒ (4) + 6 + (4) - 2 = 12 Success - location is safe, but we're still scourged
    Add one trap counter to the location

    Bury Staff of Greater Healing and Boneshatter (from discard) to remove all scourges from Ranzak and Ramexes.

    Discard Asmodeus's Tyranny to explore #3,5,6: 1d3 ⇒ 1: Mad Prophet
    Rivani reveals Fate-reader Lenses, freely reveal Third Eye, trigger Steal Soul
    Perception 4+6+3=13: 1d4 + 1d10 + 1d10 + 1d4 ⇒ (2) + (7) + (4) + (4) = 17 Success
    Draw Our Lord in Iron
    Add a second trap counter to the location

    Hour resets to Gluttony, which is perfect for closing the location, so...

    Discard Our Lord in Iron to explore #1d2 + 4 ⇒ (1) + 4 = 5: Animated Object
    Which is encountered by 1d2 ⇒ 1: Ramexes

    Ranzak has lots of boosts - 2d4 from daggers, 1d6+2 from trap counters.

    Current hand:

    Ranzak wrote:

    Hand: Dancing Dagger, Dancing Dagger 2, Razorglass Knife, Thieves' Tools (Core), Embalming Fluid, Ring of Regeneration,

    Displayed: Third Eye, Angelic Armor, Steal Soul, The Lost Harrows, Shoanti Barbarian Hide,
    Deck: 9 Discard: 10 Buried: 6
    Hero Points: 2
    Used Accessory re-roll: N
    NOTES:
    Available Support: Daggers (for 2d4), Angelic Armor (vs Incorporeal), and Blessings are available. Can heal with the Staff as well.
    Other: Will attempt to acquire any boon others fail to acquire (if it's straightforward, feel free to bot).


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

    Animated Object:

    Story Bane
    Type: Monster
    Traits: Construct Veteran
    To Defeat: Combat 12+## OR Arcane 7+#
    A random local character encounters this monster instead. If defeated, roll 1d4, then summon and encounter a boon of the corresponding type: 1. Weapon 3. Armor 2. Spell 4. Item

    Combat 24(29)(12+6+6): 1d8 + 6 + 1d12 + 2 + 1d8 + 2 + 2d4 + 1d6 + 2 ⇒ (2) + 6 + (2) + 2 + (5) + 2 + (1, 2) + (6) + 2 = 30

    Roll Details:

    Combat(Melee) - 1d8+6
    Thundering Earthbreaker - 1d12+2
    Touch of Flame - 1d8+2
    Ranzak - 2d4
    Trap - 1d6+2

    Boon: 1d4 ⇒ 2 -> Spell

    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.

    Divine 12: 1d10 + 5 + 1d6 ⇒ (10) + 5 + (2) = 17

    Roll Details:

    Divine - 1d10+5
    Hour Power - 1d6

    Hour Buries it

    Choose weapon to close

    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.

    Melee 14: 1d8 + 6 + 1d8 + 1d6 ⇒ (2) + 6 + (4) + (6) = 18

    Roll Details:

    Melee - 1d8+6
    Martial Specialist - 1d8
    Hour Power - 1d6

    Repository is closed
    Hour buries Banudor

    Recharge: 1d4 ⇒ 2
    Recharge Flamer and Falchion

    On Closing move to base


    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: Stars

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

    Shared Tracker (Hands/Loot/Supporters)

    During This Scenario: Setup: Remove Red Mantis barriers from the vault for this scenario.

    Add the Perils wildcard Unhallowed and the Harrows wildcard Harrow of Hammers.

    Each character suffers the scourges Plagued and Wounded.

    During This Scenario: Display the story banes Kayltanya and Koriantu next to random different locations. On your combat check, if Kayltanya is displayed at your location, you may reroll 1 die. When you defeat a monster, if Koriantu is displayed at your location, you may heal 1 card. When a location at which Kayltanya or Koriantu is displayed closes, banish that story bane.

    After you reset and when you close a location, if your maximum hand size exceeds the number of cards in your discards, discard a card from your deck and a card from your hand.

    On a distant check, after playing a card, suffer 1d4+1 Combat damage.

    Wildcards
    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. Scenario Setup
    Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.Scenario Setup
    Desperate: When you encounter a boon and do not acquire it, discard a card. The dragon will not easily part with his riches.
    Harrow of Crowns: The difficulty of checks against summoned banes is increased by 4.The demilich enhances anyone they call to their aid.

    Additional Rules: Story Banes

    Danger: Taniniver
    Villain: Demilich (Yln)
    Henchmen (Closing): Ildervok, Taniniver, Animated Objects-Henchman Proxy B

    Taniniver:

    Story Bane
    Type: Monster
    Traits: Dragon
    To Defeat: Constitution Fortitude 10 THEN Combat 24
    Resistant to Acid, Attack, Cold, Electricity, and Fire. After acting, each local character suffers the scourges Plagued and Wounded. If undefeated, suffer the scourge Drained.

    Demilich:

    Story Bane
    Type: Monster
    Traits: Undead Lich Veteran
    To Defeat: Combat 14+## THEN Combat 12+## OR Divine 9+#
    Immune to Mental and Poison. Resistant to Attack. Before acting, each character must succeed at a Constitution, Wisdom, Divine, or Fortitude 6+# check or suffer the scourge Drained and bury 1d4+1 cards from their hand, deck, and/or discards. If this monster would be defeated, roll 1d4. On a 1, it is undefeated. If undefeated, bury your deck or role card.

    Ildervok:

    Story Bane
    Type: Monster
    Traits: Fiend Undead
    To Defeat: Combat 30
    Immune to Cold, Mental, and Poison. Before acting, each local character either buries the top card of their deck, discards a random card, or suffers 1d4+1 Cold damage. If undefeated, bury all Magic boons in your hand, displayed cards, and discards.

    Animated Object:

    Story Bane
    Type: Monster
    Traits: Construct Veteran
    To Defeat: Combat 12+## OR Arcane 7+#
    A random local character encounters this monster instead. If defeated, roll 1d4, then summon and encounter a boon of the corresponding type: 1. Weapon 3. Armor 2. Spell 4. Item

    Ancient Skeleton:

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

    Scenario Level (#): 6

    Turn: 17, Adowyn/skizzerz

    Random Cards:

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

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

    Spoiler:
    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:
    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.

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

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

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

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


    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:
    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.

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

    Weapons
    Spoiler:
    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:
    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:
    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.

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

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


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

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


    Spoiler:
    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:
    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:
    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:
    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:
    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.

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

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

    Spoiler:
    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:
    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.

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

    Spoiler:
    The Cyclone
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
    To Acquire:
    Strength
    Survival 4+#
    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.

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

    Spoiler:
    The Savored Sting
    Core
    Blessing 3
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: On your checks while you avenge, bless.
    To Acquire:
    Charisma
    Divine 8
    On a local check, recharge to bless.
    To let any character avenge, recharge.
    Discard to explore.

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

    Current Hour:

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

    Hours Remaining: 12

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 1 Rivani/Zalarian
    The Inquisitor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: You may not use powers to reroll dice.
    To Acquire:
    Intelligence
    Diplomacy 4+#
    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.
    Hourglass Card 2 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 2 Ramexes/Gimry
    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.
    Hourglass Card 3 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 3 Ranzak/Iceman91
    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 4 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 4 Adowyn/skizzerz
    The Hidden Truth
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
    To Acquire:
    Intelligence
    Stealth 4+#
    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.
    Hourglass Card 5 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 5 Rivani/Zalarian
    The Lost
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would recharge a Magic boon, discard it instead.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
    Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
    Hourglass Card 6 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 6 Ramexes/Gimry
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    Veteran
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 7 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 7 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 8 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 8 Adowyn/skizzerz
    The Crows
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
    To Acquire:
    Dexterity
    Stealth 4+#
    On your check to acquire, discard to bless twice.
    Discard to explore; if you do not encounter a boon, bury this card instead.
    Hourglass Card 9 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 9 Rivani/Zalarian
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 10 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 10 Ramexes/Gimry
    The Cricket
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When a character moves on their turn, each other local character may move with them.
    To Acquire:
    Dexterity
    Ranged 4+#
    On any check, discard to bless.
    On another character's Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.
    Hourglass Card 11 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 11 Ranzak/Iceman91
    The Peacock
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, if no boons are played, it is blessed.
    To Acquire:
    Dexterity
    Diplomacy 4+#
    On any check, recharge to bless.
    No other boon may be played on this check.
    Discard to explore.
    Hourglass Card 12 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 12 Adowyn/skizzerz
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.

    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: Adowyn/skizzerz, Rivani/Zalarian, Ramexes/Gimry, Ranzak/Iceman91, None

    Base Card 1 (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 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...?
    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.

    Location #2: Dungeons
    Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Dungeons Card 1 (Orc Rager):
    Orc Rager
    CotCT
    Monster 2
    Traits:
    Barbarian
    Orc
    Veteran
    To Defeat:
    Combat 10+##
    Before acting, suffer 1d4 Combat damage.
    Dungeons Card 2:
    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.
    Dungeons 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.
    Dungeons Card 4:
    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.
    Dungeons Card 5:
    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.
    Dungeons Card 6:
    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.
    Dungeons Card 7:
    Ash Giant Zombie
    CotCT
    Monster 5
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 24
    Immune to Cold, Electricity, Force, Mental, and Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
    Dungeons Card 8:
    Ildervok
    CotCT
    Story Bane 5
    Type: Monster
    Traits:
    Fiend
    Undead
    To Defeat:
    Combat 30
    Immune to Cold, Mental, and Poison.
    Before acting, each local character either buries the top card of their deck, discards a random card, or suffers 1d4+1 Cold damage.
    If undefeated, bury all Magic boons in your hand, displayed cards, and discards.
    Dungeons Card 9:
    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.
    Dungeons Card 10:
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.

    Location #7: Pits
    Underground
    Wild
    At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
    When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
    When Permanently Closed: You may shuffle your deck.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Pits Card 1 (Jasan Adriel):
    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.
    Pits Card 2 (Ashbringer):
    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.
    Pits Card 3:
    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.

    Pits Card 4:
    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.
    Pits Card 5:
    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.
    Pits Card 6:
    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.
    Pits Card 7:
    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.
    Pits Card 8:
    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.
    Pits Card 9:
    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.
    Pits Card 10:
    Demilich
    None
    Story Bane 4
    Type: Monster
    Traits:
    Undead
    Lich
    Veteran
    To Defeat:
    Combat 14+##
    THEN Combat 12+##
    OR Divine 9+#
    Immune to Mental and Poison. Resistant to Attack.

    Before acting, each character must succeed at a Constitution, Wisdom, Divine, or Fortitude 6+# check or suffer the scourge Drained and bury 1d4+1 cards from their hand, deck, and/or discards.

    If this monster would be defeated, roll 1d4. On a 1, it is undefeated.

    If undefeated, bury your deck or role card.


    Location #8: 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

    Remembering that Ranzak does not get a free explore at the Base, since Ramexes is the one that closed the location.

    Ranzak moves to Pits when Repo closes instead.

    End turn
    Ring of Regen recharges Blessing of the Quartermaster
    Discard Embalming Fluid, draw up.
    More than enough cards in discard pile for the scenario effect.

    Ranzak wrote:

    Hand: Dancing Dagger, Dancing Dagger 2, Razorglass Knife, Thieves' Tools (Core), Ring of Regeneration, Toff Ornelos, The Tangled Briar, Blessing of the Savored Sting, Blessing of Yaezhing,

    Displayed: Third Eye, Angelic Armor, Steal Soul, The Lost Harrows, Shoanti Barbarian Hide,
    Deck: 6 Discard: 10 Buried: 6
    Hero Points: 2
    Used Accessory re-roll: N
    NOTES:
    Available Support: Daggers (for 2d4), Angelic Armor (vs Incorporeal), Toff (local Magic checks), 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): Kazavon's Shield, Venomous Dagger, Cerulean Mastermind
    Recharged: Master of Masters, Iomedae's Justice, Blessing of the Quartermaster,
    Discard Pile: Venomous Heavy Crossbow +2, Repulsion, Forensic Physician, Robe of Items, Limning Starknife, Boots of Alacrity, Deathbane Throwing Axe, Asmodeus's Tyranny, Our Lord in Iron, Embalming Fluid,
    Buried Pile: Blessing of Wadjet, Sadomasochism, Bloodroot Poison, Boors, Staff of Greater Healing, Boneshatter,

    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 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

    I was at Ossuary when Rivani closed it, so I’ll recharge Thorn Bow to evade my Ancient Skelton. When Ossuary closes, Blessing of Wind and Waves is recharged along with a random card in my discards (Leryn). To minimize need of retcons, we’ll say that I went to Base as the BR update stated.

    Hour of The Joke. Move to Dungeons and explore.

    Dungeons 1: Orc Rager. BA suffer 1d4 ⇒ 4 combat damage, drawing Hellknight Plate to reduce it by 3, then discarding Hellknight Plate for the remaining point of damage. Reveal Marksman’s Bow. Character power adds 1d6, Archer’s Bracers adds 2. Combat 10+6+6+2=24 (29): 1d10 + 1d6 + 13 + 1d6 + 2 ⇒ (5) + (6) + 13 + (3) + 2 = 29 Success and with sufficient overkill. For defeating a monster, examine top of deck (Blessing of Savored Sting). Keep it on top.

    Play Major Cure on myself, healing 1d4 + 2 ⇒ (4) + 2 = 6 cards in total (my entire discards). End turn, recovering Major Cure, recharging Fox to add 1d4. Divine 10: 1d8 + 5 + 1d4 ⇒ (8) + 5 + (4) = 17 Recharged. Then reset my hand, discarding Thorn Bow from my hand and Leryn (ally) from the top of my deck. Next turn, re-display Hellknight Plate.

    Adowyn wrote:

    Hand: Marksman's Bow, Archer's Bracers, Hatchetbird, Efficient Quiver,

    Displayed: Leryn (Cohort), Moise, Hellknight Plate,
    Deck: 13 Discard: 2 Buried: 2
    Current Location: Dungeons
    Hero Points: 0
    6-6D Playmat: available
    6-6D Reroll: used
    NOTES:
    Available Support: Use anything marked feel free to use without asking.
    Feel free to use:
    Local only, ask in Discord first if I'm distant:
    - Moise: heal a card and get rid of Plagued/Poisoned/Wounded
    - Major Cure: heal 1d4+1 cards
    - Fox: On an Int/Wis check, recharge to add 1d4.
    Ask in Discord before using:
    - Anything in ""feel free to use"" if I'm distant
    Movement: Group with party

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bearskin Armor, Cure, Headband of the Wolf, Blessing of Wind and Waves, Blessing of Milani, Blessing of the Savored Sting, Blackjack's Gear, Snow Leopard, Stag, Aspect of the Wolf, Blessing of Old Deadeye
    Recharged: Fox, Major Cure,
    Discard Pile: Leryn (Ally), Thorn Bow,
    Buried Pile: Blessing of Erastil, Nirmathas Longbow,

    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.

    Dungeons 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: 18 - Hourglass Card 1 Rivani/Zalarian The Inquisitor
    Hour Rules: When this is the hour: You may not use powers to reroll dice.

    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->Dungeons
    examine top 3 cards of location deck:
    Dungeons Card 2: Cursed Statue TRIGGER become Dazed, Drained, and Entangled
    Unable to examine rest due to dazed and unable to use Fortune-teller power

    Location Powers: The difficulty of combat checks is increased by 2.
    Explore: Dungeons Card 2: Cursed Statue

    Cursed Statue:

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

    Recharge Sawtooth Sabre to use Knowledge, reveal lens and Steal Soul and drained
    INT Knowledge Perception Check DC 10: 1d12 + 6 + 1d4 + 1d10 - 3 ⇒ (12) + 6 + (2) + (5) - 3 = 22 Success unable to explore further

    Rivani Ends her turn; bury Staff of greater necromancy to remove Drained...have 7 cards in discard and hand size is 8; discard Blackjack's rapier from hand and discard top card (Fireball Beads)
    bury fireball beads to heal 1 using Infernal Healing

    Rivani (Phrenic Master) is healed for 1: (Lyrune-quah Moon Maiden). Deck shuffled.

    Reminder of Scenario changes:

    During This Adventure:

    Spoiler:
    Harrow Suit: Stars

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

    Shared Tracker (Hands/Loot/Supporters)

    During This Scenario: Setup: Remove Red Mantis barriers from the vault for this scenario.

    Add the Perils wildcard Unhallowed and the Harrows wildcard Harrow of Hammers.

    Each character suffers the scourges Plagued and Wounded.

    During This Scenario: Display the story banes Kayltanya and Koriantu next to random different locations. On your combat check, if Kayltanya is displayed at your location, you may reroll 1 die. When you defeat a monster, if Koriantu is displayed at your location, you may heal 1 card. When a location at which Kayltanya or Koriantu is displayed closes, banish that story bane.

    After you reset and when you close a location, if your maximum hand size exceeds the number of cards in your discards, discard a card from your deck and a card from your hand.

    On a distant check, after playing a card, suffer 1d4+1 Combat damage.

    Wildcards
    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. Scenario Setup
    Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.Scenario Setup
    Desperate: When you encounter a boon and do not acquire it, discard a card. The dragon will not easily part with his riches.
    Harrow of Crowns: The difficulty of checks against summoned banes is increased by 4.The demilich enhances anyone they call to their aid.

    Rivani attempts to recover all cards in her Recovery pile.

    Rivani resets her hand.

    "

    Rivani (Phrenic Master) wrote:

    Hand: Vindicator, Disintegrate, False Life, Fate-reader Lenses, Fortune-teller, The Lady of Mysteries, Lyrune-quah Moon Maiden, Sawtooth Saber,

    Displayed: Steal Soul, Infernal Healing, Jayna Lemore,
    Deck: 4 Discard: 7 Buried: 8
    Hero Points: 3
    reroll last used: 6-6D / Hero Point: 6-6D // Rivani (Phrenic Master) has the following scourges marked:
    Dazed:
    While Marked:
    You may not examine locations.

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

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

    Entangled:
    While Marked:
    You cannot evade or move.

    When your location is closed, remove this scourge.


    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move order preference: 1st location without anyone and if someone they aren'tplagued: Laboratory, Blood Pool, Dungeons(not alone), Ossuary, Pits, Repository
    Other: Upgrade List:

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bound Imp, Quickened Ray, Major Harrowing, Chain Lightning
    Recharged:
    Discard Pile: Headband of Mental Superiority, Death's Touch, Aviva Racovick, Vampiric Touch, Clairvoyance, Blessing of the Sages, Blackjack's Rapier,
    Buried Pile: The Foreign Trader, The Peacock, Brooch of Protection, Dominate, Andachi, Giant Form, Staff of Greater Necromancy, Fireball Beads,

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

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

    "

    [u]Summary[/u]
    Current Location: Dungeons
    Acquired: None
    Banished: Dungeons Card 2: Cursed Statue
    Examined: None
    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: Stars

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

    Shared Tracker (Hands/Loot/Supporters)

    During This Scenario: Setup: Remove Red Mantis barriers from the vault for this scenario.

    Add the Perils wildcard Unhallowed and the Harrows wildcard Harrow of Hammers.

    Each character suffers the scourges Plagued and Wounded.

    During This Scenario: Display the story banes Kayltanya and Koriantu next to random different locations. On your combat check, if Kayltanya is displayed at your location, you may reroll 1 die. When you defeat a monster, if Koriantu is displayed at your location, you may heal 1 card. When a location at which Kayltanya or Koriantu is displayed closes, banish that story bane.

    After you reset and when you close a location, if your maximum hand size exceeds the number of cards in your discards, discard a card from your deck and a card from your hand.

    On a distant check, after playing a card, suffer 1d4+1 Combat damage.

    Wildcards
    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. Scenario Setup
    Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.Scenario Setup
    Desperate: When you encounter a boon and do not acquire it, discard a card. The dragon will not easily part with his riches.
    Harrow of Crowns: The difficulty of checks against summoned banes is increased by 4.The demilich enhances anyone they call to their aid.

    Additional Rules: Story Banes

    Danger: Taniniver
    Villain: Demilich (Yln)
    Henchmen (Closing): Ildervok, Taniniver, Animated Objects-Henchman Proxy B

    Taniniver:

    Story Bane
    Type: Monster
    Traits: Dragon
    To Defeat: Constitution Fortitude 10 THEN Combat 24
    Resistant to Acid, Attack, Cold, Electricity, and Fire. After acting, each local character suffers the scourges Plagued and Wounded. If undefeated, suffer the scourge Drained.

    Demilich:

    Story Bane
    Type: Monster
    Traits: Undead Lich Veteran
    To Defeat: Combat 14+## THEN Combat 12+## OR Divine 9+#
    Immune to Mental and Poison. Resistant to Attack. Before acting, each character must succeed at a Constitution, Wisdom, Divine, or Fortitude 6+# check or suffer the scourge Drained and bury 1d4+1 cards from their hand, deck, and/or discards. If this monster would be defeated, roll 1d4. On a 1, it is undefeated. If undefeated, bury your deck or role card.

    Ildervok:

    Story Bane
    Type: Monster
    Traits: Fiend Undead
    To Defeat: Combat 30
    Immune to Cold, Mental, and Poison. Before acting, each local character either buries the top card of their deck, discards a random card, or suffers 1d4+1 Cold damage. If undefeated, bury all Magic boons in your hand, displayed cards, and discards.

    Animated Object:

    Story Bane
    Type: Monster
    Traits: Construct Veteran
    To Defeat: Combat 12+## OR Arcane 7+#
    A random local character encounters this monster instead. If defeated, roll 1d4, then summon and encounter a boon of the corresponding type: 1. Weapon 3. Armor 2. Spell 4. Item

    Ancient Skeleton:

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

    Scenario Level (#): 6

    Turn: 19, Ramexes/Gimry

    Random Cards:

    Monsters
    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:
    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.

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

    Spoiler:
    Mobogo
    CotCT
    Monster 6
    Traits:
    Aberration
    To Defeat:
    Combat 25
    Before acting, 2 local characters summon and encounter the story bane Boggard Champion.
    The difficulty to defeat is increased by twice your number of scourge markers.

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

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

    Spoiler:
    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.

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

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

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


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

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

    Spells
    Spoiler:
    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:
    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:
    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:
    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.


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

    Spoiler:
    Mantle of 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:
    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:
    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.

    Items
    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:
    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:
    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.

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

    Spoiler:
    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.


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

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

    Spoiler:
    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:
    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.

    Hour Power: After your first exploration of your turn, you may discard a card to explore.

    Current Hour:

    The Teamster:
    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.

    Hours Remaining: 10

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 1 Ranzak/Iceman91
    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 2 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 2 Adowyn/skizzerz
    The Hidden Truth
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
    To Acquire:
    Intelligence
    Stealth 4+#
    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.
    Hourglass Card 3 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 3 Rivani/Zalarian
    The Lost
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would recharge a Magic boon, discard it instead.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
    Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
    Hourglass Card 4 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 4 Ramexes/Gimry
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    Veteran
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 5 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 5 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 6 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 6 Adowyn/skizzerz
    The Crows
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
    To Acquire:
    Dexterity
    Stealth 4+#
    On your check to acquire, discard to bless twice.
    Discard to explore; if you do not encounter a boon, bury this card instead.
    Hourglass Card 7 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 7 Rivani/Zalarian
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 8 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 8 Ramexes/Gimry
    The Cricket
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When a character moves on their turn, each other local character may move with them.
    To Acquire:
    Dexterity
    Ranged 4+#
    On any check, discard to bless.
    On another character's Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.
    Hourglass Card 9 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 9 Ranzak/Iceman91
    The Peacock
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, if no boons are played, it is blessed.
    To Acquire:
    Dexterity
    Diplomacy 4+#
    On any check, recharge to bless.
    No other boon may be played on this check.
    Discard to explore.
    Hourglass Card 10 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 10 Adowyn/skizzerz
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.

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

    Base Card 1 (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 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...?
    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.

    Location #2: Dungeons
    Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Adowyn/skizzerz, Rivani/Zalarian, None
    Dungeons Card 1:
    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.
    Dungeons Card 2:
    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.
    Dungeons Card 3:
    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.
    Dungeons Card 4:
    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.
    Dungeons Card 5:
    Ash Giant Zombie
    CotCT
    Monster 5
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 24
    Immune to Cold, Electricity, Force, Mental, and Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
    Dungeons Card 6:
    Ildervok
    CotCT
    Story Bane 5
    Type: Monster
    Traits:
    Fiend
    Undead
    To Defeat:
    Combat 30
    Immune to Cold, Mental, and Poison.
    Before acting, each local character either buries the top card of their deck, discards a random card, or suffers 1d4+1 Cold damage.
    If undefeated, bury all Magic boons in your hand, displayed cards, and discards.
    Dungeons Card 7:
    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.
    Dungeons Card 8:
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.

    Location #7: Pits
    Underground
    Wild
    At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
    When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
    When Permanently Closed: You may shuffle your deck.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Ranzak/Iceman91, None
    Pits Card 1 (Jasan Adriel):
    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.
    Pits Card 2 (Ashbringer):
    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.
    Pits Card 3:
    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.

    Pits Card 4:
    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.
    Pits Card 5:
    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.
    Pits Card 6:
    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.
    Pits Card 7:
    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.
    Pits Card 8:
    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.
    Pits Card 9:
    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.
    Pits Card 10:
    Demilich
    None
    Story Bane 4
    Type: Monster
    Traits:
    Undead
    Lich
    Veteran
    To Defeat:
    Combat 14+##
    THEN Combat 12+##
    OR Divine 9+#
    Immune to Mental and Poison. Resistant to Attack.

    Before acting, each character must succeed at a Constitution, Wisdom, Divine, or Fortitude 6+# check or suffer the scourge Drained and bury 1d4+1 cards from their hand, deck, and/or discards.

    If this monster would be defeated, roll 1d4. On a 1, it is undefeated.

    If undefeated, bury your deck or role card.


    Location #8: 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.


    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 Teamster
    Hour Power:After your first exploration of your turn, you may discard a card to explore.
    Location: Repository
    Location Power:When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    During This Adventure:
    Scenario Powers:

  • When your location closes, you may display the story bane Kayltanya or the story bane Koriantu next to any location.
  • On your combat check, if Kayltanya is displayed at your location, you may reroll 1 die.
  • When you defeat a monster, if Koriantu is displayed at your location, you may heal 1 card.
  • After you reset and when you close a location, if your maximum hand size exceeds the number of cards in your discards, discard a card from your deck and a card from your hand.
  • On a distant check, after playing a card, suffer 1d4+1 Combat damage.
  • Wildcards
  • 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. Scenario Setup
  • Harrow of Hammers:On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck. Scenario Setup
  • Desperate:When you encounter a boon and do not acquire it, discard a card. The dragon will not easily part with his riches.
  • Harrow of Crowns:The difficulty of checks against summoned banes is increased by 4.The demilich enhances anyone they call to their aid."

    Move to Pits

    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.

    Diplomacy 11: 1d10 + 6 ⇒ (10) + 6 = 16

    Roll Details:

    Diplomacy - 1d10+6

    Discard Jasan to examine/explore

    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.

    Melee 18: 1d8 + 6 + 1d8 + 1d8 ⇒ (6) + 6 + (5) + (5) = 22

    Roll Details:

    Melee - 1d8+6
    Martial Specialist - 1d8
    Blessed - 1d8

    Bury Our Lord In Iron to bless

    Drew Staff of Minor Healing. Use it on Ranzaks on Ranzaks Turn.
    That should Keep Ranzak OK with the Scenario Power

    Heal Ranzak for 1

    "

    Ramexes wrote:

    Hand: Thundering Earthbreaker, Ashbringer, Divine Insight, Wand of Restorative Touch,

    Displayed: Red War Paint, Bearskin Armor,
    Deck: 12 Discard: 6 Buried: 7
    Current Location: Pits
    Hero Points: 0
    NOTES:
    Other: Paizo reroll used for scenario 6-6D?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Major Cure, Hellknight Plate, Angelic Armor, Ukwar Axe, Steal Soul, The Healing Light, The Mountain Man, Darb Tuttle, Blessing of the Gods
    Recharged: Commander's Falchion, Flamer (Druid of the Flame), Staff of Minor Healing,
    Discard Pile: Lyrune-Qua Truthspeaker, Shock Greatsword +2, Clib (Clockwork Librarian), Divine Fortune, Abadar's Law, Jasan Adriel,
    Buried Pile: Gorum's Iron, Thundering Earthbreaker (2), Regill (Hellknight of the Nail), Deathbane Sling, Banudor, Ice Strike, Our Lord In Iron,

    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 ) (☑ +2 )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 top 2 cards of the Pits
    Heal Ranzak for 1


  • Deck Handler

    Off-turn: no activity

    Ranzak's turn
    Hour of The Rabbit Prince
    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.

    SoT: Ring of Regen recharges Robe of Items

    Ramexes heals Boots of Alacrity

    Stay at Pits
    When you fail a check to acquire or defeat, suffer 1 Combat damage.

    Use Third Eye to examine #3: Breath of Life
    It's magic, so encounter it.
    Trigger Lost Harrows (hour is harrow) and Steal Soul

    Wis 13: 1d12 + 6 + 1d4 + 3 + 1d4 ⇒ (6) + 6 + (4) + 3 + (3) = 22 Success

    Free explore of #4: Staff of Greater Necromancy
    Trigger Steal Soul, hold the Blessing of the Savored Sting for after the roll
    Divine 12: 1d4 + 1d4 + 3 + 1d4 ⇒ (4) + (2) + 3 + (3) = 12 Woot! Success

    Ranzak!: 1d6 ⇒ 1 Awww

    Discard Toff Ornelos to explore #5: Eternal Glyphs

    Spoiler:
    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.

    Reveal Thieves' Tool, trigger Toff and Steal Soul, keep holding the Savored Sting
    Disable 12: 1d10 + 4 + 1d8 + 1d8 + 1d4 ⇒ (7) + 4 + (8) + (2) + (1) = 22 Success
    Add trap counter to location

    Try to get lucky and discard recharge Blessing of Yaezhing to explore #6: Whisper of the First Lie
    Not a monster, so not auto-defeated, but hour uses Dex to acquire so blessing is recharged.
    Trigger Steal Soul - not going to chase this one w/ Savored Sting

    Cha 14: 1d6 + 1 + 1d4 + 3 + 1d4 ⇒ (3) + 1 + (4) + 3 + (3) = 14 I'm on fire! Success

    Ranzak!: 1d6 ⇒ 3

    Bonus explore of #7: Baykok

    Spoiler:
    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.

    BA: Not first explore (bwahahaha)
    CtD: Reveal Razorglass Knife and bury Repulsion from discard, freely reveal both Dancing Daggers, trigger Trap and Steal Soul
    Combat 21 (26): 1d10 + 3 + 2d4 + 2 + 2d4 + 2d4 + 1d6 + 1 + 1d4 ⇒ (2) + 3 + (2, 3) + 2 + (3, 4) + (4, 4) + (5) + 1 + (4) = 37 Success

    End turn
    Ring of Regen recharges Asmodeus's Tyranny
    Discard Staff of Necromancy and Whisper of First Lie but keep Breath of Life
    Still at 9 in discard.

    Ranzak wrote:

    Hand: Dancing Dagger, Dancing Dagger 2, Razorglass Knife, Breath of Life, Thieves' Tools (Core), Ring of Regeneration, Boots of Alacrity, The Tangled Briar, Blessing of the Savored Sting,

    Displayed: Third Eye, Angelic Armor, Steal Soul, The Lost Harrows, Shoanti Barbarian Hide,
    Deck: 11 Discard: 9 Buried: 7
    Hero Points: 2
    Used Accessory re-roll: N
    NOTES:
    Available Support: Daggers (for 2d4), Angelic Armor (vs Incorporeal), Breath of Life, 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): Venomous Dagger, Cerulean Mastermind, Robe of Items, Kazavon's Shield, Master of Masters, Blessing of the Quartermaster, Iomedae's Justice
    Recharged: Blessing of Yaezhing, Asmodeus's Tyranny,
    Discard Pile: Venomous Heavy Crossbow +2, Forensic Physician, Limning Starknife, Deathbane Throwing Axe, Our Lord in Iron, Embalming Fluid, Toff Ornelos, Staff of Greater Necromancy, Whisper of the First Lie,
    Buried Pile: Blessing of Wadjet, Sadomasochism, Bloodroot Poison, Boors, Staff of Greater Healing, Boneshatter, Repulsion,

    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 defeat a barrier, you may mark your location to represent setting a trap. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.


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

    Hour of The Hidden Truth. At start of turn, examine the top card of Dungeons: Palace Patrols. Per Hour, heal 1d4 - 1 ⇒ (2) - 1 = 1 cards (Leryn). Explore.

    Dungeons 1: Palace Patrols. When encountering a barrier, draw a card (Stag). Rivani and I each summon and encounter 1d6 ⇒ 3 Red Mantis Assassin (rude, they're supposed to be our allies this scenario!). Doing mine first.

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

    Harrow increases DC of checks against it by 4. Location increases DC of combat checks by 2. Character power adds 1d6 to all checks this exploration. Before Acting, Rivani reveals Fate Reader Lenses Perception 4+6+4=14: 1d8 + 5 + 1d6 + 1d10 ⇒ (3) + 5 + (6) + (9) = 23 Success. For combat, recharge Hatchetbird to add 1d6. Reveal Archer's Bracers to add 2. Combat 10+6+6+4+2=28 (33): 1d10 + 1d6 + 13 + 1d6 + 1d6 + 2 ⇒ (6) + (2) + 13 + (5) + (4) + 2 = 32 Success, but without sufficient overkill, so discard the top of my deck (Snow Leopard). For defeating a monster, examine the top card of my deck (Bearskin Armor). It is not an Animal, so it stays on top. Barrier is defeated, but Rivani still needs to summon and encounter Red Mantis Assassin.

    Reload Leryn to examine/rearrange the next 2 cards in Dungeons: Firepelt Cougar and Emperor Scorpion (trigger!). Trigger: suffer 1 Poison damage, drawing Hellknight Plate to reduce it by 2, then encounter Emperor Scorpion.

    Dungeons 3: Emperor Scorpion. I'm Underground, so bane power increases DC by 6. Location increases DC by 2. Archer's Bracers adds 2. I'll additionally discard Marksman's Bow to add another 1d6+1. Combat 20+6+2=28 (33): 1d10 + 1d6 + 13 + 2 + 1d6 + 1 ⇒ (3) + (5) + 13 + 2 + (5) + 1 = 29 Success, but not by enough. Leryn is discarded from the top of my deck. For defeating a monster, examine the top card of my deck (Bearskin Armor again). Except this time I'll recharge it. Re-display Hellknight Plate. Discard Stag to explore.

    Dungeons 2: Firepelt Cougar. Survival 12: 1d8 + 5 ⇒ (6) + 5 = 11 Not quite, banished. Discard Archer's Bracers per Desperate, putting me at 6 cards in discards to avoid the end-of-turn power. Then end turn.

    "

    Adowyn wrote:

    Hand: Fox, Blessing of the Savored Sting, Cure, Blessing of Milani, Major Cure, Efficient Quiver,

    Displayed: Moise, Hellknight Plate,
    Deck: 8 Discard: 6 Buried: 2
    Current Location: Dungeons
    Hero Points: 0
    6-6D Playmat: available
    6-6D Reroll: used
    NOTES:
    Available Support: Use anything marked feel free to use without asking.
    Feel free to use:
    Local only, ask in Discord first if I'm distant:
    - Moise: heal a card and get rid of Plagued/Poisoned/Wounded
    - Major Cure: heal 1d4+1 cards
    - Fox: On an Int/Wis check, recharge to add 1d4.
    - Blessings
    Ask in Discord before using:
    - Anything in ""feel free to use"" if I'm distant
    Movement: Group with party

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blackjack's Gear, Leryn (Ally), Aspect of the Wolf, Headband of the Wolf, Blessing of Old Deadeye, Blessing of Wind and Waves
    Recharged: Hatchetbird, Bearskin Armor,
    Discard Pile: Snow Leopard, Thorn Bow, Marksman's Bow, Leryn (Cohort), Stag, Archer's Bracers,
    Buried Pile: Blessing of Erastil, Nirmathas Longbow,

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

    Rivani summons and encounters Red Mantis Assassin (I have Moise and a Major Cure available in case that encounter goes south, although I'd advise against Moise since it can get rid of the Plauged/Wounded from the danger as well; I'm saving regular Cure for myself so I can hopefully get back my best weapon and Leryn).
    Dungeons 1-3 banished.


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

    Out of Turn Updates: Encounter Red Mantis Assassin on Adowyn's turn

    Red Mantis Assassin:

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

    Recharge Sawtooth Saber to use Knowledge, reveal fate-reader lenses, steal soul
    INT Knowledge Perception Check DC 4+6+4=14: 1d12 + 6 + 1d10 + 1d4 ⇒ (6) + 6 + (3) + (4) = 19 Success
    Recharge False life to use Knowledge, human adds 1d8, steal soul adds 1d4, display Lyrune-quah Moon Maiden to add 1d6
    INT Knowledge ranged Check DC 10+12+4+2=28/33: 1d12 + 6 + 1d10 + 1 + 1d8 + 1d4 + 1d6 ⇒ (10) + 6 + (7) + 1 + (7) + (4) + (6) = 41 Success; technically, Adowyn could have gotten to add 1d6 which means one card is not discarded from Assassin and chance against Scorpion
    Random Roll: 1d6 + 29 ⇒ (1) + 29 = 30 card is still discarded; ally is then recharged

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

    Turn - Hour: 22- Hourglass Card 3 Rivani/Zalarian The Lost
    Hour Rules: When you would recharge a Magic boon, discard it instead.

    SOT: None
    Give Card: None

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

    Move Step: Dazed and entangled so can't examine and can't move

    Location Powers: The difficulty of combat checks is increased by 2.
    End of move step, recharge fortune-teller and choose boon
    Encounter: Dungeons Card 4: Lyre of Storms
    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.

    Charisma Check DC 12: 1d6 + 1d4 ⇒ (2) + (3) = 5 No Success; discard disintegrate due to desperate
    Explore: Dungeons Card 5: Ash Giant Zombie
    Ash Giant Zombie:

    CotCT
    Monster 5
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 24
    Immune to Cold, Electricity, Force, Mental, and Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.

    reveal Vindicator, Recharge fate-reader lenses to use Knowledge[; recharge discard The Lady of Mysteries to bless
    INT Knowledge Perception Check DC 24+2=26/31: 1d12 + 6 + 1d10 + 1 + 1d12 + 1d4 ⇒ (12) + 6 + (8) + 1 + (4) + (2) = 33 Success

    Rivani Ends her turn checking discard (9) with hand size (8)..Will then use infernal healing to bury x and heal 1
    Rivani (Phrenic Master) is healed for 1: (Headband of Mental Superiority). Deck shuffled.
    Dazed is now removed..vindicator is shuffled into deck

    Reminder of Scenario changes:

    During This Adventure:

    Spoiler:
    Harrow Suit: Stars

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

    Shared Tracker (Hands/Loot/Supporters)

    During This Scenario: Setup: Remove Red Mantis barriers from the vault for this scenario.

    Add the Perils wildcard Unhallowed and the Harrows wildcard Harrow of Hammers.

    Each character suffers the scourges Plagued and Wounded.

    During This Scenario: Display the story banes Kayltanya and Koriantu next to random different locations. On your combat check, if Kayltanya is displayed at your location, you may reroll 1 die. When you defeat a monster, if Koriantu is displayed at your location, you may heal 1 card. When a location at which Kayltanya or Koriantu is displayed closes, banish that story bane.

    After you reset and when you close a location, if your maximum hand size exceeds the number of cards in your discards, discard a card from your deck and a card from your hand.

    On a distant check, after playing a card, suffer 1d4+1 Combat damage.

    Wildcards
    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. Scenario Setup
    Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.Scenario Setup
    Desperate: When you encounter a boon and do not acquire it, discard a card. The dragon will not easily part with his riches.
    Harrow of Crowns: The difficulty of checks against summoned banes is increased by 4.The demilich enhances anyone they call to their aid.

    Rivani attempts to recover all cards in her Recovery pile.

    Rivani resets her hand. Use Bound Imp to draw 2 (Chain Lightning, Fate-reader Lenses); auto succeed recover check

    "

    Rivani (Phrenic Master) wrote:

    Hand: Sawtooth Saber, Vindicator, Quickened Ray, Major Harrowing, False Life, Chain Lightning, Headband of Mental Superiority, Fate-reader Lenses, Lyrune-quah Moon Maiden,

    Displayed: Steal Soul, Infernal Healing, Jayna Lemore,
    Deck: 2 Discard: 7 Buried: 9
    Hero Points: 3
    reroll last used: 6-6D / Hero Point: 6-6D // Rivani (Phrenic Master) has the following scourges marked:
    Entangled:
    While Marked:
    You cannot evade or move.

    When your location is closed, remove this scourge.


    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move order preference: 1st location without anyone and if someone they aren'tplagued: Laboratory, Blood Pool, Dungeons(not alone), Ossuary, Pits, Repository
    Other: Upgrade List:

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fortune-teller
    Recharged: Bound Imp,
    Discard Pile: Death's Touch, Aviva Racovick, Vampiric Touch, Blessing of the Sages, Blackjack's Rapier, Disintegrate, The Lady of Mysteries,
    Buried Pile: The Foreign Trader, The Peacock, Brooch of Protection, Dominate, Andachi, Giant Form, Staff of Greater Necromancy, Fireball Beads, Clairvoyance,

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

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

    "

    [u]Summary[/u]
    Current Location: Dungeons
    Acquired: None
    Banished: Dungeons Card 4: Lyre of Storms
    Dungeons Card 5: Ash Giant Zombie

    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): Since Lyrune-quah Moon Maiden was used which adds 1d6 to combat, Adowyn should not have needed to discard card for defeating Assassin


    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: Stars

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

    Shared Tracker (Hands/Loot/Supporters)

    During This Scenario: Setup: Remove Red Mantis barriers from the vault for this scenario.

    Add the Perils wildcard Unhallowed and the Harrows wildcard Harrow of Hammers.

    Each character suffers the scourges Plagued and Wounded.

    During This Scenario: Display the story banes Kayltanya and Koriantu next to random different locations. On your combat check, if Kayltanya is displayed at your location, you may reroll 1 die. When you defeat a monster, if Koriantu is displayed at your location, you may heal 1 card. When a location at which Kayltanya or Koriantu is displayed closes, banish that story bane.

    After you reset and when you close a location, if your maximum hand size exceeds the number of cards in your discards, discard a card from your deck and a card from your hand.

    On a distant check, after playing a card, suffer 1d4+1 Combat damage.

    Wildcards
    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. Scenario Setup
    Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.Scenario Setup
    Desperate: When you encounter a boon and do not acquire it, discard a card. The dragon will not easily part with his riches.
    Harrow of Crowns: The difficulty of checks against summoned banes is increased by 4.The demilich enhances anyone they call to their aid.

    Additional Rules: Story Banes

    Danger: Taniniver
    Villain: Demilich (Yln)
    Henchmen (Closing): Ildervok, Taniniver, Animated Objects-Henchman Proxy B

    Taniniver:

    Story Bane
    Type: Monster
    Traits: Dragon
    To Defeat: Constitution Fortitude 10 THEN Combat 24
    Resistant to Acid, Attack, Cold, Electricity, and Fire. After acting, each local character suffers the scourges Plagued and Wounded. If undefeated, suffer the scourge Drained.

    Demilich:

    Story Bane
    Type: Monster
    Traits: Undead Lich Veteran
    To Defeat: Combat 14+## THEN Combat 12+## OR Divine 9+#
    Immune to Mental and Poison. Resistant to Attack. Before acting, each character must succeed at a Constitution, Wisdom, Divine, or Fortitude 6+# check or suffer the scourge Drained and bury 1d4+1 cards from their hand, deck, and/or discards. If this monster would be defeated, roll 1d4. On a 1, it is undefeated. If undefeated, bury your deck or role card.

    Ildervok:

    Story Bane
    Type: Monster
    Traits: Fiend Undead
    To Defeat: Combat 30
    Immune to Cold, Mental, and Poison. Before acting, each local character either buries the top card of their deck, discards a random card, or suffers 1d4+1 Cold damage. If undefeated, bury all Magic boons in your hand, displayed cards, and discards.

    Animated Object:

    Story Bane
    Type: Monster
    Traits: Construct Veteran
    To Defeat: Combat 12+## OR Arcane 7+#
    A random local character encounters this monster instead. If defeated, roll 1d4, then summon and encounter a boon of the corresponding type: 1. Weapon 3. Armor 2. Spell 4. Item

    Ancient Skeleton:

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

    Scenario Level (#): 6

    Turn: 23, Ramexes/Gimry

    Random Cards:

    Monsters
    Spoiler:
    Ash Giant Zombie
    CotCT
    Monster 5
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 24
    Immune to Cold, Electricity, Force, Mental, and Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.

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

    Spoiler:
    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:
    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.

    Spoiler:
    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.

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

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

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

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

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

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

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

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

    Items
    Spoiler:
    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:
    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:
    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.

    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:
    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.

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

    Spoiler:
    Landshark Whelp
    CotCT
    Ally 4
    Traits:
    Aberration
    To Acquire:
    Wisdom
    Survival 9
    On a local combat check, freely banish to add 2d6 and the Piercing trait.
    Banish to explore. This exploration, you may ignore cards' before acting powers.

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


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

    Spoiler:
    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:
    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.

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

    Spoiler:
    The Publican
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would discard an ally, recharge it instead.
    To Acquire:
    Wisdom
    Diplomacy 4+#
    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.

    Spoiler:
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.

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

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

    Current Hour:

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

    Hours Remaining: 6

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 1 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 2 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 2 Adowyn/skizzerz
    The Crows
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
    To Acquire:
    Dexterity
    Stealth 4+#
    On your check to acquire, discard to bless twice.
    Discard to explore; if you do not encounter a boon, bury this card instead.
    Hourglass Card 3 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 3 Rivani/Zalarian
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 4 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 4 Ramexes/Gimry
    The Cricket
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When a character moves on their turn, each other local character may move with them.
    To Acquire:
    Dexterity
    Ranged 4+#
    On any check, discard to bless.
    On another character's Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.
    Hourglass Card 5 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 5 Ranzak/Iceman91
    The Peacock
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, if no boons are played, it is blessed.
    To Acquire:
    Dexterity
    Diplomacy 4+#
    On any check, recharge to bless.
    No other boon may be played on this check.
    Discard to explore.
    Hourglass Card 6 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 6 Adowyn/skizzerz
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.

    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: None

    Base Card 1 (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 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...?
    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.

    Location #2: Dungeons
    Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Adowyn/skizzerz, Rivani/Zalarian, None
    Dungeons Card 1:
    Ildervok
    CotCT
    Story Bane 5
    Type: Monster
    Traits:
    Fiend
    Undead
    To Defeat:
    Combat 30
    Immune to Cold, Mental, and Poison.
    Before acting, each local character either buries the top card of their deck, discards a random card, or suffers 1d4+1 Cold damage.
    If undefeated, bury all Magic boons in your hand, displayed cards, and discards.
    Dungeons Card 2:
    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.
    Dungeons 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.

    Dungeons Card 4:
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.

    Location #7: Pits
    Underground
    Wild
    At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
    When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
    When Permanently Closed: You may shuffle your deck.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Ramexes/Gimry, Ranzak/Iceman91, None
    Pits 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.
    Pits Card 2:
    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.
    Pits Card 3:
    Demilich
    None
    Story Bane 4
    Type: Monster
    Traits:
    Undead
    Lich
    Veteran
    To Defeat:
    Combat 14+##
    THEN Combat 12+##
    OR Divine 9+#
    Immune to Mental and Poison. Resistant to Attack.

    Before acting, each character must succeed at a Constitution, Wisdom, Divine, or Fortitude 6+# check or suffer the scourge Drained and bury 1d4+1 cards from their hand, deck, and/or discards.

    If this monster would be defeated, roll 1d4. On a 1, it is undefeated.

    If undefeated, bury your deck or role card.


    Location #8: 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)

    adjusting hand due to not being able to use fortune-teller since dazed.
    Red Mantis - recharged sawtooth Saber, False Life, Lyrune-quah Moon Maiden
    Lyre of Storms - discard disintegrate

    Out of Turn Updates: Encounter Red Mantis Assassin on Adowyn's turn

    Location Powers: The difficulty of combat checks is increased by 2.
    End of move step, recharge fortune-teller and choose boon
    Encounter: Dungeons Card 4: Lyre of Storms
    Lyre of Storms:
    Charisma Check DC 12: 1d6 + 1d4 ⇒ (2) + (3) = 5 No Success; discard disintegrate due to desperate
    Explore: Dungeons Card 5: Ash Giant Zombie

    EOT - shuffle hand into deck and remove daze..

    reset hand: currently have 8 cards in discard so no need to discard any
    on Ramexses turn, use bound imp to draw 2 cards...

    "

    Rivani (Phrenic Master) wrote:

    Hand: Fate-reader Lenses, Chain Lightning, False Life, Major Harrowing, Fortune-teller, Quickened Ray, The Lady of Mysteries, Lyrune-quah Moon Maiden, Vindicator,

    Displayed: Steal Soul, Infernal Healing, Jayna Lemore,
    Deck: 2 Discard: 8 Buried: 8
    Hero Points: 3
    reroll last used: 6-6D / Hero Point: 6-6D // Rivani (Phrenic Master) has the following scourges marked:
    Entangled:
    While Marked:
    You cannot evade or move.

    When your location is closed, remove this scourge.


    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move order preference: 1st location without anyone and if someone they aren'tplagued: Laboratory, Blood Pool, Dungeons(not alone), Ossuary, Pits, Repository
    Other: Upgrade List:

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sawtooth Saber
    Recharged: Bound Imp,
    Discard Pile: Headband of Mental Superiority, Death's Touch, Aviva Racovick, Vampiric Touch, Clairvoyance, Blessing of the Sages, Blackjack's Rapier, Disintegrate,
    Buried Pile: The Foreign Trader, The Peacock, Brooch of Protection, Dominate, Andachi, Giant Form, Staff of Greater Necromancy, Fireball Beads,

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

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

    "


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

    ========================
    Ramexes starts his turn.
    Hour: Erastil's Eye
    Hour Power:If you are at a Wild location, you may discard a card to explore
    Location: Pits
    Location Power:When you fail a check to acquire or defeat, suffer 1 Combat damage.
    During This Adventure:
    Scenario Powers:

  • When your location closes, you may display the story bane Kayltanya or the story bane Koriantu next to any location.
  • On your combat check, if Kayltanya is displayed at your location, you may reroll 1 die.
  • When you defeat a monster, if Koriantu is displayed at your location, you may heal 1 card.
  • After you reset and when you close a location, if your maximum hand size exceeds the number of cards in your discards, discard a card from your deck and a card from your hand.
  • On a distant check, after playing a card, suffer 1d4+1 Combat damage.
  • Wildcards
  • 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. Scenario Setup
  • Harrow of Hammers:On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck. Scenario Setup
  • Desperate:When you encounter a boon and do not acquire it, discard a card. The dragon will not easily part with his riches.
  • Harrow of Crowns:The difficulty of checks against summoned banes is increased by 4.The demilich enhances anyone they call to their aid.

    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.

    Divine 12(6+6): 1d10 + 5 + 2d6 ⇒ (7) + 5 + (1, 4) = 17

    Roll Details:

    Divine - 1d10+5
    Divine Insight - 2d6

    Ramexes ends his turn.

    Ramexes attempts to recover all cards in his Recovery pile.
    Divine Insight: Divine 8: 1d10 + 5 ⇒ (2) + 5 = 7 -> Divine Insight discarded.

    Ramexes resets his hand.

    "

    Ramexes wrote:

    Hand: Thundering Earthbreaker, Ashbringer, Ukwar Axe, Major Cure, Wand of Restorative Touch,

    Displayed: Red War Paint, Bearskin Armor,
    Deck: 10 Discard: 7 Buried: 7
    Current Location: Pits
    Hero Points: 0
    NOTES:
    Other: Paizo reroll used for scenario 6-6D?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Hellknight Plate, Darb Tuttle, The Mountain Man, The Healing Light, Angelic Armor, Steal Soul, Blessing of the Gods
    Recharged: Commander's Falchion, Flamer (Druid of the Flame), Staff of Minor Healing,
    Discard Pile: Lyrune-Qua Truthspeaker, Shock Greatsword +2, Clib (Clockwork Librarian), Divine Fortune, Abadar's Law, Jasan Adriel, Divine Insight,
    Buried Pile: Gorum's Iron, Thundering Earthbreaker (2), Regill (Hellknight of the Nail), Deathbane Sling, Banudor, Ice Strike, Our Lord In Iron,

    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 ) (☑ +2 )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 Pits


  • Deck Handler

    Ranzak's turn
    Hour of Incitation

    SoT: Ring of Regen recharges Forensic Physician

    Give Breath of Life to Ramexes

    Stay at Pits
    When you fail a check to acquire or defeat, suffer 1 Combat damage.

    Use Third Eye to examine #2: Moon Maiden Armor
    Not magical, so no encounter

    Free explore of #2: Moon Maiden Armor
    Trigger Lost Harrows (hour is not harrow, though) and Steal Soul
    Cannot fail Survival 12 with three dice +9

    Ranzak!: 1d6 ⇒ 2

    Display Moon Maiden Armor

    Discard Boots of Alacrity to explore #3: Demilich

    Pause for guarding


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

    Guard check

    Taniniver:

    Story Bane
    Type: Monster
    Traits: Dragon
    To Defeat: Constitution Fortitude 10 THEN Combat 24
    Resistant to Acid, Attack, Cold, Electricity, and Fire. After acting, each local character suffers the scourges Plagued and Wounded. If undefeated, suffer the scourge Drained.


    For first check, display Moon maiden to add 1d6 to fort checks and steal soul. Adowyn will bless with Blessing of the Savored Sting
    Favored: 1d4 + 1d6 + 1d8 + 1d10 ⇒ (3) + (2) + (6) + (10) = 21 10 works
    Untrained Skill Check DC 10+4=14: 1d6 + 1d4 + 1d4 + 10 ⇒ (1) + (1) + (4) + 10 = 16 Success

    Display Chain Lightning;moon maiden adds 1d6;steal soul adds 1d4; bless with Adowyn's Milani blessing (1d12) and quickened Ray(2d6) and Adowyn recharges fox to add 1d4...dragon is resistant (
    Arcane INT Check DC 24+4+4+2=34/39: 1d12 + 6 + 3d6 + 1d6 + 1d4 + 1d12 + 2d6 + 1d4 ⇒ (1) + 6 + (4, 5, 5) + (6) + (3) + (3) + (1, 4) + (3) = 41 Success; will bury Jayna to have Adowyn ignore the dragon's after acting power..Rivani is plagued and wounded

    Reminder of Scenario changes:

    During This Adventure:

    Spoiler:
    Harrow Suit: Stars

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

    Shared Tracker (Hands/Loot/Supporters)

    During This Scenario: Setup: Remove Red Mantis barriers from the vault for this scenario.

    Add the Perils wildcard Unhallowed and the Harrows wildcard Harrow of Hammers.

    Each character suffers the scourges Plagued and Wounded.

    During This Scenario: Display the story banes Kayltanya and Koriantu next to random different locations. On your combat check, if Kayltanya is displayed at your location, you may reroll 1 die. When you defeat a monster, if Koriantu is displayed at your location, you may heal 1 card. When a location at which Kayltanya or Koriantu is displayed closes, banish that story bane.

    After you reset and when you close a location, if your maximum hand size exceeds the number of cards in your discards, discard a card from your deck and a card from your hand.

    On a distant check, after playing a card, suffer 1d4+1 Combat damage.

    Wildcards
    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. Scenario Setup
    Harrow of Hammers: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.Scenario Setup
    Desperate: When you encounter a boon and do not acquire it, discard a card. The dragon will not easily part with his riches.
    Harrow of Crowns: The difficulty of checks against summoned banes is increased by 4.The demilich enhances anyone they call to their aid.

    The Lady of Mysteries is available for main fight if needed


    Deck Handler

    Continuing...

    Demilich!

    Spoiler:
    Story Bane 4
    Type: Monster
    Traits: Undead, Lich, Veteran
    To Defeat:
    Combat 14+##
    THEN Combat 12+##
    OR Divine 9+#
    Immune to Mental and Poison. Resistant to Attack.
    Before acting, each character must succeed at a Constitution, Wisdom, Divine, or Fortitude 6+# check or suffer the scourge Drained and bury 1d4+1 cards from their hand, deck, and/or discards.
    If this monster would be defeated, roll 1d4. On a 1, it is undefeated.
    If undefeated, bury your deck or role card.

    BA: Trigger Steal Soul and Moon Maiden
    Fort 6+6=12: 1d12 + 3 + 1d4 + 1d6 ⇒ (6) + 3 + (1) + (5) = 15 Success
    Everyone has to make this check, with Moon Maiden's d6

    CtD 1: Reveal and reveal Dancing Dagger, freely reveal other Dancing Dagger, freely recharge Razorglass Knife, trigger Steal Soul and Moon Maiden, have Shoanti Barbarian Hide for after the roll
    Combat 14+6+6=26 (31): 1d10 + 4 + 3d4 + 3 + 1d4 + 2d4 + 1d4 + 1d6 ⇒ (5) + 4 + (4, 3, 2) + 3 + (4) + (3, 2) + (1) + (6) = 37 Success

    CtD 2: Reveal and reveal Dancing Dagger, freely reveal other Dancing Dagger, bury Tangled Briar, trigger Steal Soul and Moon Maiden, still have the Hide for after the roll
    Combat 12+6+6=24 (29): 1d10 + 4 + 3d4 + 3 + 1d4 + 1d10 + 1d4 + 1d6 ⇒ (10) + 4 + (2, 1, 3) + 3 + (2) + (7) + (3) + (4) = 39 Success

    Is It Really Dead?: 1d4 ⇒ 4 And stay there!


    Scenario 6-6D: The Demilich's Domain
    Development:
    You manage to destroy the demilich Yln and his taniniver minion, and you think you’ve triggered or disabled all the nefarious traps. The treasure is yours.

    But before you can figure out how to get it all out of here, you need to find Trazavai’s phylactery. It takes several hours, but eventually you find a magical glass container filled with swirling mist. With a mix of pleasure and relief, you use a large diamond to smash the relic. As you do, the vapour within rises and expands, then floats toward the entrance.

    At last, Trazavai is gone forever. You’ve destroyed the liches and acquired a hoard of treasure vast enough to live a life of luxury for the rest of
    your days, even after paying off whatever bounty the Red Mantis have on your head. But can your adventurer’s spirit resist the urge to find out what’s inside the mysterious mist?

    Rewards:
    Scenario: Loot: the item Ring of Splendid Security.

    Ring of Splendid Security:

    Item
    Traits: Accessory Loot
    To Acquire: Banish A Boon 0
    When you suffer non-Combat damage, freely reveal to roll 1d4; on a result other than 1, reduce the damage by 5. On your check against a bane, freely reload to add 7.

    Each character may search the vault for a boon and draw it.

    Adventure Card Society characters may choose a bonus deck upgrade.

    Adventure
    Each player chooses one of their Pathfinder Adventure Card Society characters. That character may treat the following cards as 1 level lower: spells Deathgrip, Divine Blaze, Holy Javelin, Holy Light, Vampiric Touch; items Ambrosia, White War Paint; weapons Mace of Smiting, all weapons whose name includes “Deathbane”.

    Adventure Path
    Each player chooses 1 of their Pathfinder Adventure Card Society characters. That character may add the item Soul Shard to their Class Deck box.

    Soul Shard:

    Item 0
    ACCESSORY
    UNDEAD
    MAGIC
    POWERS
    Display. While displayed:
    • When you discard cards as Mental or Poison damage, you may recharge any of those cards.
    • When you make a non-combat check against an Undead card, you may add 1d4.
    • When you reset, you may bury to change your hand size to 0; for the rest of the scenario, you cannot change your hand size.

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

    Upgrades:
    Jasan Adriel (Ally 4)
    Lyrune-quah Moon Maiden (Ally 5)
    Toff Ornelos (Ally 6)
    Bearskin Armor (Armor 4)
    Moon Maiden Armor (Armor 4)
    Shoanti Barbarian Hide (Armor 4)
    Asmodeus's Tyranny (Blessing 2)
    The Mountain Man (Blessing 1)
    Our Lord In Iron (Blessing 3)
    Iomedae's Justice (Blessing 1)
    Red War Paint (Item 4)
    Brooch of Protection (Item 5)
    Blackjack's Gear (Item 4)
    Whisper of the First Lie (Item 5)
    Fireball Beads (Item 4)
    Staff of Greater Healing (Item 6)
    Third Eye (Item 6)
    Staff of Greater Necromancy (Item 6)
    Sadomasochism (Spell 6)
    Quickened Ray (Spell 5)
    Ice Strike (Spell 3)
    Repulsion (Spell 6)
    Breath of Life (Spell 5)
    Giant Form (Spell 4)
    Major Harrowing (Spell 5)
    Boneshatter (Spell 6)
    Deathbane Sling (Weapon 5)
    Deathbane Throwing Axe (Weapon 5)
    Thundering Earthbreaker (Weapon 4)
    Ashbringer (Weapon 6)
    Serithtial (Weapon 6)
    Blackjack's Rapier (Weapon 4)
    Sawtooth Saber (Weapon 3)
    Banudor (Weapon 5)

    Ally 654
    Armor 444
    Blessing 3211
    Item 66655444
    Spell 66655543
    Weapon 66555443


    Scenario 6-6E: The Lich's Legacy

    Unable to resist the siren call of one more adventure, you step into the mist. To your surprise, you find yourself in the large parlour of an elegant manor, where several people are sitting and drinking tea.

    “Oh, hello!” says the elderly lady closest to you. “It’s simply been too long since we’ve seen new faces. Though with all that blood covering you, I do rather think you belong next door.”

    You must have puzzled looks on your faces, because she continues, “Are you not Trazavai’s latest conquests? We were all killed as part of his quest for immortality, and we’ve been waiting patiently for someone to free us ever since. Others among us are not so civilised.”

    At her words, an icy wind swirls through the room, whipping away your surroundings. The scene shifts and you find yourself standing in a field of dead grass with a stone wall reaching up into the misty sky. In front of the wall are hundreds of people dressed in colours as drab as their surroundings. Some of them try to climb the wall, only to fall when they reach the sky. Others pound at the stone with weapons, tools, or their bare fists, and although the wall does not look like much, none of their efforts put even a dent in it. These souls must be unable to reach the River of Souls, but you think you know a ritual to liberate them. As you try to get someone’s attention, another gust of wind comes up, changing the scene yet
    again.

    Jeers assail your ears as you appear on the field of a huge arena where even more souls are scattered throughout the stands. Thirty feet in front of you, two gladiators are locked in battle. One stabs the other through the heart, and the latter falls to the ground. Within seconds, a shimmering haze surrounds her, and she comes to her feet, alive once more.

    “New blood!” someone shouts, pointing at you, and the spectators all raise their weapons and head straight for you. You quickly begin the opening steps of the ritual. You’re going to have to figure out how to conduct it with crowds of angry souls swarming you, because while they may be unable to escape their undying state, you’re pretty sure their weapons can kill.


    Scenario 6-6E: The Lich's Legacy
    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 Rabbit Prince Harrow Suit: Keys

    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: Display the Perils and the Harrows wildcards. Add any number of wildcards from them (minimum 1 from each card).

    When building the locations, use the Small column, then shuffle in a number of monsters equal to the number of characters, plus a closing henchman Mysterious Relic (Proxy A) and a closing henchman Planar Rift (Proxy B).

    Mysterious Relic:

    Story Bane
    Type: Barrier
    Traits: Task Veteran
    To Defeat: Intelligence Knowledge 4+# OR Perception 6+#
    If undefeated, each local character moves to a random location and suffers the scourge Dazed.

    Planar Rift:

    Story Bane
    Type: Barrier
    Traits: Magic Obstacle Veteran
    To Defeat: Combat 11+## OR Arcane Divine 6+#
    Cannot be evaded. Before acting, a local character summons and encounters the danger. The difficulty to defeat is increased by the number of locations.

    After building the locations, create a demi-plane stack from a number of random locations other than Arena, Base, and Manor equal to 4 more than the number of characters.

    During This Scenario: When a location is closed and banished, build a random location from the demi-plane stack, remove a random wildcard, then add a new wildcard from the other displayed wildcard.

    Demi-Plane Stack:

    1. Hospice
    2. Glade
    3. Spider Nest
    4. Mine
    5. Swamp
    6. Library
    7. Dungeons
    8. Crypt

    On your turn, after a bane is undefeated or after you move, exchange your current location card with a random card in the demi-plane stack.

    When a bane is defeated and would be banished, recharge it into its location instead.

    To win, close a number of locations equal to 4 more than the number of characters (i.e. 8 closed locations).
    Wildcards Heroic
    Hazardous: When building the locations, add 6 barriers, distributed as evenly as possible. The ground conspires to stop you from completing the ritual.
    Monstrous: When building the locations, add 6 monsters, distributed as evenly as possible. Even more angry souls call for your demise.
    Plus more Wildcards once the party has decided how many it wants to risk

    Story Banes

    Danger: Each time you encounter the danger, roll 2d6 on the High-Level Story Bane Roster to determine a random bane.
    Villain: None
    Henchmen (Closing): None

    Monstrous Spider:

    Story Bane
    Type: Monster
    Traits: Vermin Veteran
    To Defeat: Combat 10+##
    Cannot be evaded. All damage is Poison. Before acting, succeed at a Strength, Acrobatics, or Perception 3+# check or suffer the scourge Entangled. If undefeated, suffer the scourge Poisoned.

    Queen's Physician:

    Story Bane
    Type: Monster
    Traits: Human Rogue
    To Defeat: Combat 11 OR Fortitude Stealth 7
    Resistant to Attack and Poison. If undefeated, suffer the scourge 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: Keys

    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: Display the Perils and the Harrows wildcards. Add any number of wildcards from them (minimum 1 from each card).

    When building the locations, use the Small column, then shuffle in a number of monsters equal to the number of characters, plus a closing henchman Mysterious Relic (Proxy A) and a closing henchman Planar Rift (Proxy B).

    Mysterious Relic:

    Story Bane
    Type: Barrier
    Traits: Task Veteran
    To Defeat: Intelligence Knowledge 4+# OR Perception 6+#
    If undefeated, each local character moves to a random location and suffers the scourge Dazed.

    Planar Rift:

    Story Bane
    Type: Barrier
    Traits: Magic Obstacle Veteran
    To Defeat: Combat 11+## OR Arcane Divine 6+#
    Cannot be evaded. Before acting, a local character summons and encounters the danger. The difficulty to defeat is increased by the number of locations.

    After building the locations, create a demi-plane stack from a number of random locations other than Arena, Base, and Manor equal to 4 more than the number of characters.

    During This Scenario: When a location is closed and banished, build a random location from the demi-plane stack, remove a random wildcard, then add a new wildcard from the other displayed wildcard.

    Demi-Plane Stack:

    1. Hospice
    2. Glade
    3. Spider Nest
    4. Mine
    5. Swamp
    6. Library
    7. Dungeons
    8. Crypt

    On your turn, after a bane is undefeated or after you move, exchange your current location card with a random card in the demi-plane stack.

    When a bane is defeated and would be banished, recharge it into its location instead.

    To win, close a number of locations equal to 4 more than the number of characters (i.e. 8 closed locations).

    Wildcards Heroic
    Hazardous: When building the locations, add 6 barriers, distributed as evenly as possible. The ground conspires to stop you from completing the ritual.
    Monstrous: When building the locations, add 6 monsters, distributed as evenly as possible. Even more angry souls call for your demise.
    Scenario Wildcards
    Harrow of Shields: When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
    Ablaze: At the end of your turn, suffer 1d4-2 Fire damage.

    Additional Rules: Story Banes

    Danger: Each time you encounter the danger, roll 2d6 on the High-Level Story Bane Roster to determine a random bane.
    Villain: None
    Henchmen (Closing): None

    Monstrous Spider:

    Story Bane
    Type: Monster
    Traits: Vermin Veteran
    To Defeat: Combat 10+##
    Cannot be evaded. All damage is Poison. Before acting, succeed at a Strength, Acrobatics, or Perception 3+# check or suffer the scourge Entangled. If undefeated, suffer the scourge Poisoned.

    Queen's Physician:

    Story Bane
    Type: Monster
    Traits: Human Rogue
    To Defeat: Combat 11 OR Fortitude Stealth 7
    Resistant to Attack and Poison. If undefeated, suffer the scourge Plagued.

    Scenario Level (#): 6

    Turn: 1, Adowyn/skizzerz

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

    Spoiler:
    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:
    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.

    Spoiler:
    Ash Giant Zombie
    CotCT
    Monster 5
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 24
    Immune to Cold, Electricity, Force, Mental, and Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.

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

    Spoiler:
    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:
    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:
    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:
    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.

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

    Spoiler:
    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:
    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.

    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:
    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.

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

    Spoiler:
    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.


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

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

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

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

    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: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 1 Rivani/Zalarian
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 2 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 2 Ramexes/Gimry
    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 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 3 Ranzak/Iceman91
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 4 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 4 Adowyn/skizzerz
    The Lost
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would recharge a Magic boon, discard it instead.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
    Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
    Hourglass Card 5 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 5 Rivani/Zalarian
    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 6 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 6 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 7 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 7 Ranzak/Iceman91
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.
    Hourglass Card 8 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 8 Adowyn/skizzerz
    The Wind and the Waves
    Core
    Blessing 3
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: At the start of the turn, any character may recharge a card to move.
    To Acquire:
    Wisdom
    Divine
    Survival 8
    On a local check, discard to bless.
    After the roll, if it is a check to close or to guard, the character may reroll.
    Discard to let a local character move, then you may explore.
    Hourglass Card 9 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 9 Rivani/Zalarian
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 10 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 10 Ramexes/Gimry
    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 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 11 Ranzak/Iceman91
    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.
    Hourglass Card 12 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 12 Adowyn/skizzerz
    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.
    Hourglass Card 13 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 13 Rivani/Zalarian
    The Wanderer
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
    Discard to explore. If you moved this turn, recharge instead.
    Hourglass Card 14 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 14 Ramexes/Gimry
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    Veteran
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Hourglass Card 15 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 15 Ranzak/Iceman91
    The Vision
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
    To Acquire:
    Intelligence
    Arcane 4+#
    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.
    Hourglass Card 16 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 16 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 17 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 17 Rivani/Zalarian
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.
    Hourglass Card 18 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 18 Ramexes/Gimry
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 19 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 19 Ranzak/Iceman91
    The Lucky Drunk
    Core
    Blessing 3
    Traits:
    Deity: Cayden Cailean
    Divine
    When this is the hour: After your exploration, you may move to a random location.
    To Acquire:
    Charisma
    Divine
    Fortitude 8
    On another local character's check, discard to bless twice.
    Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
    Hourglass Card 20 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 20 Adowyn/skizzerz
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 21 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 21 Rivani/Zalarian
    The Owl
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Survival check is blessed.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
    Hourglass Card 22 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 22 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 23 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 23 Ranzak/Iceman91
    The Twin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, the first item or ally played is played freely.
    To Acquire:
    Charisma
    Stealth 4+#
    When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
    Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
    Hourglass Card 24 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 24 Adowyn/skizzerz
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 25 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 25 Rivani/Zalarian
    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 26 Ramexes/Gimry:
    Spoiler:
    Hourglass Card 26 Ramexes/Gimry
    The Publican
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would discard an ally, recharge it instead.
    To Acquire:
    Wisdom
    Diplomacy 4+#
    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
    Hourglass Card 27 Ranzak/Iceman91:
    Spoiler:
    Hourglass Card 27 Ranzak/Iceman91
    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.
    Hourglass Card 28 Adowyn/skizzerz:
    Spoiler:
    Hourglass Card 28 Adowyn/skizzerz
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    Veteran
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    Wisdom
    Divine
    Perception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Hourglass Card 29 Rivani/Zalarian:
    Spoiler:
    Hourglass Card 29 Rivani/Zalarian
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    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 ?: 7
    Located/Displayed Here: None

    Base Card 1:
    Pathfinder Chronicler
    None
    Supporter 0
    Traits:
    Human
    Bard
    Display. While displayed:
    • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
    • [] You may bury to examine the top 3 cards of any location.
    Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
    Base Card 2:
    Boors
    None
    Supporter 2
    Traits:
    Human
    Ranger
    Display. While displayed:
    • You may bury to examine the top card of up to 3 locations.
    • [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
    Look out there. Give your eyes some time to adjust and look at the horizon.
    Base Card 3:
    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 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:
    Ketrik
    None
    Supporter 2
    Traits:
    Human
    Fighter
    Veteran
    Display. While displayed:
    • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
    • [] You may bury to draw 3 new armors, then banish 2 of them.
    If we move now, we might be able to get to them before their army can get to us.
    Base Card 6:
    Aviva Racovick
    None
    Supporter 0
    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...?

    Base Card 7:
    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: Arena
    At This Location: On your combat check to defeat, add your Charisma die and the number of ally cards in your hand, and the difficulty is increased by d12.
    When Closing: Summon and defeat a new monster.
    When Permanently Closed: Draw a new ally.
    M: 10 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: None
    Arena Card 1:
    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.
    Arena Card 2:
    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.
    Arena Card 3:
    Mobogo
    CotCT
    Monster 6
    Traits:
    Aberration
    To Defeat:
    Combat 25
    Before acting, 2 local characters summon and encounter the story bane Boggard Champion.
    The difficulty to defeat is increased by twice your number of scourge markers.
    Arena Card 4:
    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.
    Arena Card 5:
    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.
    Arena Card 6:
    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.
    Arena Card 7:
    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.
    Arena 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.
    Arena Card 9:
    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.
    Arena Card 10:
    Wyvern
    CotCT
    Monster 4
    Traits:
    Dragon
    To Defeat:
    Combat 18
    OR Survival 12
    Damage suffered from this monster may not be reduced.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
    Arena Card 11:
    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.
    Arena Card 12:
    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.
    Arena Card 13:
    Wolverine
    CotCT
    Ally 3
    Traits:
    Animal
    Veteran
    To Acquire:
    Wisdom
    Survival 9
    On your combat check, if you would fail by 1+# or less, bury to reroll.
    Discard to explore. This exploration, on your Stealth checks, add 1d6.
    Arena Card 14:
    Henchman Proxy B1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Arena Card 15:
    Orc Rager
    CotCT
    Monster 2
    Traits:
    Barbarian
    Orc
    Veteran
    To Defeat:
    Combat 10+##
    Before acting, suffer 1d4 Combat damage.
    Arena Card 16:
    Yzahnum the Efreeti
    CotCT
    Monster 6
    Traits:
    Fire
    Outsider
    To Defeat:
    Combat 23
    Before acting, roll 1d6.
    1-2. This monster is evaded; add the new location Twisting Passages and move to it.
    3-4. Treat every feat on your character and role card as unchecked until the end of the turn.
    5-6. Bury your discards, then discard your hand.
    If defeated, you may banish a level 6 boon to remove this monster from the game; if you do, draw the new Loot armor Trifaccia's Mantle.
    Arena Card 17:
    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.
    Arena Card 18:
    Exploding Runes
    Core
    Barrier 2
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 6+#
    OR Disable 8+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.

    Location #2: Manor
    Urban
    At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Search your deck for a card and draw it.
    M: 7 Ba: 4 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: None
    Manor Card 1:
    Poison Gas
    Core
    Barrier 1
    Traits:
    Poison
    Trap
    Veteran
    To Defeat:
    Craft
    Disable 6+#
    If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
    Then banish this barrier.
    Manor Card 2:
    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.
    Manor Card 3:
    Nightspear
    CotCT
    Ally 4
    Traits:
    Agathion
    Outsider
    Healing
    To Acquire:
    WisdomSurvival 11
    OR Divine 9
    At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
    Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
    Manor Card 4:
    Dybbuk
    CotCT
    Monster 5
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 22
    Immune to Mental and Poison.
    Resistant to Attack.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, choose them randomly.
    Manor Card 5:
    Dispelling Mist
    CotCT
    Barrier 4
    Traits:
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable 12
    OR Arcane
    Divine 15
    If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
    * At the start and end of your turn, recharge a random Magic boon.
    * When this location is closed, banish this barrier.
    Manor 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.
    Manor Card 7:
    Corpse Lotus
    CotCT
    Monster 5
    Traits:
    Plant
    Veteran
    To Defeat:
    Combat 22
    Immune to Mental and Poison.
    Resistant to Acid and Electricity.
    If you are at a Wild location, the difficulty to defeat is increased by #.
    If undefeated, each local character suffers the scourge Entangled.
    Manor 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.
    Manor Card 9:
    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.
    Manor Card 10:
    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.
    Manor Card 11:
    Fury Devil
    CotCT
    Monster 5
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 23
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
    If undefeated, each local character suffers 1d4 Force damage.
    Manor Card 12:
    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.
    Manor Card 13:
    Headband of Mental Superiority
    CotCT
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Charisma 13
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
    Manor Card 14:
    Bloodbug Swarm
    CotCT
    Monster 4
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 10
    THEN Combat 11
    THEN Combat 12
    Vulnerable to Attack.
    If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.
    Manor Card 15:
    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.
    Manor Card 16:
    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.

    Manor Card 17:
    Henchman Proxy B2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Manor Card 18:
    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    Veteran
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.

    Location #3: 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:
    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.
    Cards Not In the Box Card 2:
    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 3:
    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 4:
    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 5:
    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 6:
    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.


    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 Manor

    "

    Ramexes wrote:

    Hand: Thundering Earthbreaker, Major Cure, Steal Soul, Hellknight Plate, Wand of Restorative Touch,

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Abadar's Law, Clib (Clockwork Librarian), Divine Insight, Blessing of the Gods, Flamer (Druid of the Flame), Ukwar Axe, Regill (Hellknight of the Nail), Shock Greatsword +2, Lyrune-Qua Truthspeaker, Commander's Falchion, Our Lord In Iron, The Healing Light, Divine Fortune, Gorum's Iron, Darb Tuttle, Staff of Minor Healing, Angelic Armor
    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 ) (☑ +2 )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)

    "


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

    Rivani - 6-6E: The Lich's Legacy

    Starting Location Manor
    Loot
    Will put Life Drain into box and put Steal Soul into my deck

    Starting Hand - Favored Card Spell

    "

    Rivani (Phrenic Master) wrote:

    Hand: Fate-reader Lenses, The Foreign Trader, Toff Ornelos, Dust of Revealing, Vampiric Touch, The First, Fortune-teller, The Lady of Mysteries,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Hero Points: 3
    reroll last used: 6-6D / Hero Point: 6-6D // Rivani (Phrenic Master) has the following scourges marked:
    Entangled:
    While Marked:
    You cannot evade or move.

    When your location is closed, remove this scourge.

    Wounded:
    While Marked:
    At the start of your turn, discard the top card of your deck.

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

    Plagued:
    While Marked:
    At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.

    At the end of your turn, succeed at a Constitution of Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.


    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move order preference: 1st location without anyone and if someone they aren'tplagued: Laboratory, Blood Pool, Dungeons(not alone), Ossuary, Pits, Repository
    Other: Upgrade List:

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Disintegrate, Headband of Mental Superiority, Death's Touch, Clairvoyance, Dominate, Vindicator, Chain Lightning, Blessing of the Sages, Steal Soul, Infernal Healing, False Life, The Peacock
    Recharged: Bound Imp,
    Discard Pile:
    Buried Pile:

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

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

    "


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

    Start at Manor. Will display Leryn at the start of turn 1 (since displaying a card and immediately using a power on it counts as only playing it once, I can play him and then make use of the start of turn examine)

    Adowyn wrote:

    Hand: Snow Leopard, Balmberry, Belt of Physical Might, Headband of the Wolf, Major Cure, Nirmathas Longbow,

    Displayed: Leryn (Cohort),
    Deck: 16 Discard: 0 Buried: 0
    Current Location: Manor
    Hero Points: 1
    6-6E Playmat: available
    6-6E Reroll: available
    NOTES:
    Available Support: Use anything marked feel free to use without asking.
    Feel free to use:
    - Major Cure: heal 1d4+1 cards
    - Snow Leopard: on a combat check, recharge to add 1d4.
    Ask in Discord before using:
    - N/A
    Movement: Group with party

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cure, Efficient Quiver, Blessing of the Savored Sting, Marksman's Bow, Aspect of the Wolf, Blessing of Old Deadeye, Blessing of Erastil, Blessing of Milani, Thorn Bow, Leryn (Ally), Stag, Dwarf Allosaurus, Fox, Hellknight Plate, Blessing of Wind and Waves, Bearskin Armor
    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.


    Deck Handler

    Join the group at the Manor.

    Loot: armor swaps for Angelic Armor and Kazavon's Shield, item swap for Ring of Serene Security, blessing swap for Lady of Valor

    First turn, discard Robe of Items to draw Ring of Regeneration, Ring of Serene Contortions, and Ring of Splendid Security.

    Ranzak wrote:

    Hand: Razorglass Knife, Dancing Dagger, Venomous Heavy Crossbow +2, Kazavon's Shield, Boots of Alacrity, Ring of Serene Contortions, Ring of Splendid Security, Ring of Regeneration, Blessing of the Savored Sting, Lady of Valor, Blessing of Yaezhing,

    Displayed:
    Deck: 10 Discard: 1 Buried: 0
    Hero Points: 3
    Used Accessory re-roll: N
    NOTES:
    Available Support: Dagger (reveal for d4), Crossbow (d4 +2 to distant combat), Shield (reveal for d6 vs Dragon and Incorporeal), and Blessings (Lady of Valor is 2d8 to defeat only, for another character only) 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): Forensic Physician, Master of Masters, Cerulean Mastermind, Venomous Dagger, The Lost Harrows, Limning Starknife, Angelic Armor, Thieves' Tools (Core), Blessing of the Quartermaster, Steal Soul
    Recharged:
    Discard Pile: 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 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.

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