[PACS] Outpost 2021 - Fangwood Thieves By Gimry (Inactive)

Game Master Gimry

Fangwood Thieves 1D: Snares, Scales, and Snarls | Hands/Loot
1 - Balazar/Gimry
2 - Damiel/TheChu
3 - Raz/Kyachar
4 - Adowyn/KittyKandy


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During This Adventure: Fangwood Thieves

During This Scenario: FT-1D: Snares, Scales, and Snarls

  • You may only move when your location is closed, and you may only move to the next location on the scenario list. After the last location you're using is closed, move to the Ruin.
  • After a location is closed, a random character that moved from that location summons and encounters the danger.

    STORY BANES:

  • Danger: Drake, Inferno Trap, Kobold Champion, Poison Dart Trap
  • Villain: Kobold Chieftain
  • Henchmen (Closing): Kobold Champion, Kobold Sorcerer, Kobold Hordes-Proxy A

    Drake:
    Drake
    Story Bane Monster 1

    Traits
    Dragon
    Veteran

    Check
    Combat
    10+##
    THEN
    Combat
    11+#

    Powers
    Roll 1d4. This monster gains the trait, is resistant to, and all damage is:
    1. Acid 2. Cold 3. Electricity 4. Fire
    Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.

    Inferno Trap:
    Inferno Trap
    Story Bane Barrier 1

    Traits
    Fire
    Trap
    Veteran

    Check
    Dexterity
    Acrobatics
    Perception
    8+#
    OR
    Craft
    Disable
    6+#

    Powers
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, each local character suffers 1d4 Fire damage.

    Kobold Champion:
    Kobold Champion
    Story Bane Monster 1

    Traits
    Kobold
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, succeed at an Intelligence, Craft, Disable, or Perception 4+# check or suffer 1d4 Poison damage.

    Poison Dart Trap:
    Poison Dart Trap
    Story Bane Barrier 1

    Traits
    Trap
    Poison

    Check
    Dexterity
    Acrobatics
    9
    OR
    Disable
    7

    Powers
    If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.

    Kobold Horde:
    Kobold Horde
    Story Bane Monster 1

    Traits
    Kobold
    Swarm

    Check
    Combat
    11
    OR
    Diplomacy
    8

    Powers
    If not defeated by at least 4, suffer 1 Ranged Combat damage, then shuffle this monster into its location.

    Additional Rules:

    Acquired Cards:

    Klar (Armor 0)
    Gem of Physical Prowess (Item 1)
    Snakebite Dagger (Weapon 1)

    Scenario Level (#): 1

    Turn: 9, Adowyn/KittyKandy

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

    Spoiler:
    Werewolf
    Core
    Monster 1
    Traits:
    Lycanthrope
    To Defeat:
    Combat 11
    OR Knowledge 7
    If the hour's level is 0, the difficulty to defeat is increased by 3.
    If undefeated, suffer the scourge Wounded and end your turn.

    Spoiler:
    Boggart
    Core
    Monster 1
    Traits:
    Fey
    To Defeat:
    Knowledge
    Perception 4
    THEN Combat 10
    If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.

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

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

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

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

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

    Spoiler:
    Cruel Longsword
    CotCT
    Weapon 1
    Traits:
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.

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

    Spoiler:
    Longsword
    Core
    Weapon 0
    Traits:
    Melee
    Sword
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.

    Spoiler:
    Mace
    Core
    Weapon 0
    Traits:
    Mace
    Melee
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.

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

    Spoiler:
    Burst Bonds
    CotCT
    Spell 0
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 5
    When a character encounters an Obstacle or Trap barrier, banish to let them evade it; if they are exploring, they may explore again.
    On a local check against an Obstacle or Trap barrier, banish to add 1d8.

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


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

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


    Spoiler:
    False Life
    CotCT
    Spell 0
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    Display. While displayed:
    * When you suffer damage, you may banish to reduce it by 5.
    * At the end of the scenario, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.


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

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

    Spoiler:
    Chain Mail
    Core
    Armor 0
    Traits:
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 5
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Spoiler:
    Magic Chain Mail
    CotCT
    Armor 1
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Spoiler:
    Quilted Cloth Armor
    CotCT
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 3
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 1.
    * When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Spiked Breastplate
    Core
    Armor 0
    Traits:
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 6
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

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

    Spoiler:
    Compass
    Core
    Item 0
    Traits:
    Object
    To Acquire:
    Wisdom
    Survival 4
    Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
    Discard to explore.

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

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

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


    Spoiler:
    Elixir of Love
    CotCT
    Item 0
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    On your Diplomacy check to acquire an ally, banish to add 2d10.
    On your Diplomacy check against a bane, banish to add 1d10.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 8 check to recharge this card.


    Allies
    Spoiler:
    Cat
    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Arcane
    Survival 5
    On a local check against a spell, recharge to add 1d4.
    Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.

    Spoiler:
    Horse
    Core
    Ally 0
    Traits:
    Animal
    Mount
    To Acquire:
    Wisdom
    Charisma
    Survival 3
    Recharge to move. You may not use this power during an encounter.
    Discard to explore. This exploration, on your first check, add 1d4.

    Spoiler:
    Crow
    Core
    Ally 1
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 5
    On a local check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.

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

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

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

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

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

    Hour Power: 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.

    Current Hour:

    The Rabbit Prince:
    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.

    Hours Remaining: 21

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Balazar/Gimry:
    Spoiler:
    Hourglass Card 1 Balazar/Gimry
    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 2 Damiel/TheChu:
    Spoiler:
    Hourglass Card 2 Damiel/TheChu
    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 3 Raz/Kyachar:
    Spoiler:
    Hourglass Card 3 Raz/Kyachar
    The Unicorn
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: Your check to acquire is blessed.
    To Acquire:
    Charisma
    Disable 4+#
    On any check, discard to bless.
    On another character's check, discard to give them a boon.
    Discard to explore. Before acting, you may give a boon to a local character.
    Hourglass Card 4 Adowyn/KittyKandy:
    Spoiler:
    Hourglass Card 4 Adowyn/KittyKandy
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played.
    To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Hourglass Card 5 Balazar/Gimry:
    Spoiler:
    Hourglass Card 5 Balazar/Gimry
    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 6 Damiel/TheChu:
    Spoiler:
    Hourglass Card 6 Damiel/TheChu
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    Veteran
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Hourglass Card 7 Raz/Kyachar:
    Spoiler:
    Hourglass Card 7 Raz/Kyachar
    The Desert
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you move during your move step, bury a card.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to move another character to your location.
    Discard to explore. This exploration, on all Constitution checks, add 1d4.
    Hourglass Card 8 Adowyn/KittyKandy:
    Spoiler:
    Hourglass Card 8 Adowyn/KittyKandy
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    Veteran
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 9 Balazar/Gimry:
    Spoiler:
    Hourglass Card 9 Balazar/Gimry
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Hourglass Card 10 Damiel/TheChu:
    Spoiler:
    Hourglass Card 10 Damiel/TheChu
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    Veteran
    When this is the hour: You may avenge by discarding a card.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 11 Raz/Kyachar:
    Spoiler:
    Hourglass Card 11 Raz/Kyachar
    The Tyrant
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
    To Acquire:
    Charisma
    Fortitude 4+#
    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
    Hourglass Card 12 Adowyn/KittyKandy:
    Spoiler:
    Hourglass Card 12 Adowyn/KittyKandy
    The Juggler
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, freely discard to reroll a die.
    Discard to explore.
    Hourglass Card 13 Balazar/Gimry:
    Spoiler:
    Hourglass Card 13 Balazar/Gimry
    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 14 Damiel/TheChu:
    Spoiler:
    Hourglass Card 14 Damiel/TheChu
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers.
    To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.
    Hourglass Card 15 Raz/Kyachar:
    Spoiler:
    Hourglass Card 15 Raz/Kyachar
    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 16 Adowyn/KittyKandy:
    Spoiler:
    Hourglass Card 16 Adowyn/KittyKandy
    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 17 Balazar/Gimry:
    Spoiler:
    Hourglass Card 17 Balazar/Gimry
    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 18 Damiel/TheChu:
    Spoiler:
    Hourglass Card 18 Damiel/TheChu
    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 Raz/Kyachar:
    Spoiler:
    Hourglass Card 19 Raz/Kyachar
    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 20 Adowyn/KittyKandy:
    Spoiler:
    Hourglass Card 20 Adowyn/KittyKandy
    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 21 Balazar/Gimry:
    Spoiler:
    Hourglass Card 21 Balazar/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.

    Location #1: Forest
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #2: Caves
    Underground
    Wild
    At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: No effect.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Balazar/Gimry, Damiel/TheChu, Raz/Kyachar, Adowyn/KittyKandy, Imps and House Drakes (Shuffled)

    Caves Card 1:
    Kobold Sorcerer
    Core
    Story Bane 1
    Type: Monster
    Traits:
    Kobold
    Sorcerer
    Veteran
    To Defeat:
    Combat 10+##
    Before acting, suffer 1 Acid damage.
    If the check to defeat does not have the Attack trait, and you succeed, reroll.
    After acting, suffer 1 Acid damage.
    Caves Card 2:
    Spellbook
    CotCT
    Item 0
    Traits:
    Book
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    On your Arcane non-combat check, reveal to add 1d4.
    Discard to heal an Arcane spell.
    Caves Card 3:
    Longspear
    Core
    Weapon 0
    Traits:
    2-Handed
    Melee
    Piercing
    Spear
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Caves Card 4:
    Strangler
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 10
    Cannot be evaded.
    Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
    Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck.
    Caves Card 5:
    Burning Tar
    Core
    Barrier 0
    Traits:
    Fire
    Obstacle
    Veteran
    To Defeat:
    Dexterity
    Acrobatics 6+#
    OR Constitution
    Craft
    Fortitude 7+#
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
    Caves Card 6:
    Imps and House Drakes
    CotCT
    Barrier 0
    Traits:
    Devil
    Dragon
    Outsider
    Skirmish
    To Defeat:
    Combat 10
    OR Arcane
    Survival 6
    On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
    If undefeated, suffer the scourge Poisoned.

    Location #3: Swamp
    Aquatic
    Wild
    At This Location: When you fail a check to defeat a monster, suffer the scourge Wounded.
    When Closing: Either succeed at a Wisdom or Survival 6+# check or shuffle a new monster into each location.
    When Permanently Closed: No effect.
    M: 4 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Swamp Card 1:
    Dire Boar
    Core
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 10
    THEN Combat 11
    When you would reveal a Melee weapon on the check to defeat, recharge it instead.
    If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.
    Swamp Card 2:
    Kobold Champion
    Core
    Story Bane 1
    Type: Monster
    Traits:
    Kobold
    Veteran
    To Defeat:
    Combat 10+##
    Before acting, succeed at an Intelligence, Craft, Disable, or Perception 4+# check or suffer 1d4 Poison damage.
    Swamp Card 3:
    Poison Gas
    Core
    Barrier 1
    Traits:
    Poison
    Trap
    Veteran
    To Defeat:
    Craft
    Disable 6+#
    If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
    Then banish this barrier.
    Swamp Card 4:
    Ambush
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    Trigger
    To Defeat:
    Wisdom
    Perception
    Stealth 8+#
    When examined, encounter this barrier; on the check to defeat, add 1d4.
    If undefeated, banish this barrier, then a random local character summons and encounters a monster.
    That monster cannot be evaded; subtract 1 from each die rolled against it.
    Swamp Card 5:
    Ratling
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 9
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.
    Swamp Card 6:
    Infernal Healing
    CotCT
    Spell 0
    Traits:
    Arcane
    Divine
    Healing
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    Display next to a local character.
    While displayed:
    * At the end of this character's turns, they may bury a card from their discards to heal a card.
    * At the end of the scenario, banish; if proficient, bury instead.
    Swamp Card 7:
    Termite Swarm
    Core
    Monster 1
    Traits:
    Swarm
    Vermin
    Trigger
    To Defeat:
    Combat 10
    OR Constitution
    Fortitude 6
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Swamp Card 8:
    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.
    Swamp Card 9:
    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.
    Swamp Card 10:
    Wounded Wanderer
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Wisdom
    Craft
    Divine
    Survival 8
    You may bury a Healing boon to defeat this barrier.
    If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
    Swamp Card 11:
    Guide
    Core
    Ally 0
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 5
    On a local check to close or to guard, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to close your location, add 1d6.

    Location #4: Ravine
    Underground
    Wild
    At This Location: The difficulty of combat checks is increased by #.
    When Closing: Bury a random card.
    When Permanently Closed: You may heal a buried card.
    M: 3 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Ravine Card 1:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Ravine Card 2:
    Sanctuary
    CotCT
    Spell 0
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 6
    When a local character encounters a monster, banish to let them evade it; reload the monster into its location.

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

    Ravine Card 3:
    Helm
    Core
    Armor 0
    Traits:
    Heavy Armor
    Helm
    To Acquire:
    Constitution
    Fortitude 4
    When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
    After playing this armor, you may not play a Helm boon this encounter.
    Ravine Card 4:
    Quarterstaff of Vaulting
    Core
    Weapon 1
    Traits:
    2-Handed
    Bludgeoning
    Magic
    Melee
    Staff
    To Acquire:
    Strength
    Melee 8
    OR Acrobatics 6
    For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
    Recharge to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Ravine Card 5:
    Allip
    Core
    Monster 1
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    OR Divine 8
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Dazed.
    Ravine Card 6:
    Shadow
    CotCT
    Monster 1
    Traits:
    Shadow
    Undead
    To Defeat:
    Combat 13
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, you must first choose blessings.
    Ravine Card 7:
    The Winged Serpent
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Ranged check is blessed.
    To Acquire:
    Wisdom
    Melee 4+#
    On a local check, discard to bless.
    On a distant check, recharge to bless.
    Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
    Ravine Card 8:
    Staff of Minor Healing
    Core
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 7
    Recharge to heal a local character a card.
    Ravine Card 9:
    Acid-spraying Skull
    CotCT
    Barrier 1
    Traits:
    Acid
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Perception 4
    If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
    Ravine Card 10:
    Necrophidian
    CotCT
    Monster 1
    Traits:
    Construct
    To Defeat:
    Combat 12
    Immune to Mental and Poison.
    Vulnerable to Bludgeoning.
    If undefeated, suffer the scourge Dazed.
    Ravine Card 11:
    Lost Local
    Core
    Barrier 0
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 5
    OR Survival 7
    If undefeated, suffer the scourge Dazed and end your turn.

    Location #5: Ruin
    Urban
    At This Location: When a monster is undefeated, shuffle a new monster into the location.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Shuffle a new monster into another location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Ruin Card 1:
    Frozen Touch
    CotCT
    Spell 0
    Traits:
    Arcane
    Attack
    Cold
    Divine
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    For your combat check, banish to use Arcane or Divine + 2d4.
    When a local character encounters an Undead monster, banish to let them evade it.

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

    Ruin Card 2:
    Token of Remembrance
    Core
    Item 0
    Traits:
    Arcane
    Divine
    Magic
    Object
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    On your check to recharge a spell, recharge to add 1d8.
    Bury to reload a spell from your discards.
    Ruin Card 3:
    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    Veteran
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.
    Ruin Card 4:
    Kobold Chieftain
    FT
    Story Bane 1
    Type: Monster
    Traits:
    Kobold
    Veteran
    To Defeat:
    Combat 11+##
    Before acting, a random local character summons and encounters the story bane Drake. If it is not defeated, this monster is evaded.
    If undefeated, suffer the scourges Dazed and Wounded.
    Ruin Card 5:
    Cold Iron Greatsword
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Ruin Card 6:
    Pit Trap
    Core
    Barrier 0
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 6
    OR Wisdom
    Perception 8
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.
    Ruin Card 7:
    Chain Shirt
    Core
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 4
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    Ruin Card 8:
    Spider Swarm
    CotCT
    Monster 1
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 10
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    If undefeated, suffer the scourge Poisoned.
    Ruin Card 9:
    Door Spike
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Wisdom
    Disable
    Perception 8
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
    Ruin Card 10:
    Razor Snare
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Survival 6
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.


  • Raz's Deck Handler STR d8 (Melee +2) / DEX d8 / CON d6 / INT d4 / WIS d6 (Divine +1) / CHA d10 (Diplomacy +2)

    Updated Hand for Raz - Edited to account for Damiel's Heal

    "

    Raz wrote:

    Hand: Retriever (Clifford), Klar, Helm (Core), Riding Horse (2) (Rain),

    Displayed: Chain Mail,
    Deck: 8 Discard: 4 Buried: 0
    Current Location: Caves
    Hero Points: 0
    Paizo Reroll Used:Yes // Raz has the following scourges marked:
    Dazed:
    While Marked:
    You may not examine locations.

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

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


    NOTES:
    Movement: N/A
    Other: ""Hi I'm Raz! Stop looking at me like that...Yes I'm riding a dog."" Points lance at you...

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Longspear (Core), Blessing of Shax, Lance , Blessing of Gorum, Riding Horse (Spirit), Eagle Knight Dress Uniform, Shieldsplitter Lance
    Recharged: Camel,
    Discard Pile: Portable Alter, Blessing of the Gods, Lance (2), Retriever,
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 4 ☐ 5
    Proficiencies:
    Light Armors, Heavy Armors, Weapons
    POWERS:
    You may discard the top card of your deck to add 1d6 to your check. If that card has the Mount trait, you may recharge it instead.
    When you attempt a check to acquire a weapon or an armor or an item or an ally you may use your diplomacy skill instead of any listed skill.
    When a character at another location encounters a monster, you may bury a card that has the Mount trait to allow that character to evade the monster; you then move to that location and encounter it.
    O - Society Initiate: You may assign this reward only to the first PACS character that you create. You get a hero point that may not be spent to gain a feat. While your character is Tier 1, when you complete a scenario, you may choose a bonus deck upgrade. At the end of a scenario, if you character is dead, you may cross off the box that precedes this reward; your character is no longer dead.
    OOO - What resistance? When you encounter a monster that is resistant to a trait, check a box that precedes this reward to treat it as vulnerable to that trait instead. 0/3 Used

    "


    Adowyn Deck Handler

    Start of Turn:
    Hour: The Rabbit Prince
    Hour Power: 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.
    Location: Caves
    Location Power:When you fail a check to defeat a bane, suffer the scourge Dazed.
    Scenario Powers: You may only move when your location is closed, and you may only move to the next location on the scenario list. After the last location you're using is closed, move to the Ruin.
    After a location is closed, a random character that moved from that location summons and encounters the danger.

    Use Adowyn's power to recharge Porcupine and bring Leryn into my hand. Display Leryn to examine the top card of the Caves

    Kobold Sorcerer:

    Core
    Story Bane 1
    Type: Monster
    Traits:
    Kobold
    Sorcerer
    Veteran
    To Defeat:
    Combat 10+##
    Before acting, suffer 1 Acid damage.
    If the check to defeat does not have the Attack trait, and you succeed, reroll.
    After acting, suffer 1 Acid damage.

    Adowyn explores the Caves

    Kobold Sorcerer:

    Core
    Story Bane 1
    Type: Monster
    Traits:
    Kobold
    Sorcerer
    Veteran
    To Defeat:
    Combat 10+##
    Before acting, suffer 1 Acid damage.
    If the check to defeat does not have the Attack trait, and you succeed, reroll.
    After acting, suffer 1 Acid damage.

    Adowyn discards Bat for the BYA Acid Damage

    Combat 12(10+##): 3d12 + 1d6 + 2 ⇒ (2, 7, 8) + (1) + 2 = 20

    Roll Details:

    -Atlatl: 1d12+1d6+2
    -Blessing of Erastil: 2d6

    Since my check didn't have the Attack trait and I succeeded, I have to reroll.

    Combat 12(10+##): 3d12 + 1d6 + 2 ⇒ (12, 1, 7) + (5) + 2 = 27

    Defeated the Kobold Sorcerer and discard Blessing of Chaldira Zuzaristan for the after acting Acid damage.

    Summon the danger to attempt to close.

    Danger: 1d4 ⇒ 4

    Poison Dart Trap:

    Story Bane Barrier 1
    Traits
    Trap
    Poison

    Check
    Dexterity
    Acrobatics 9
    OR
    Disable 7

    Powers
    If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.

    Dexterity 9: 2d12 + 1 ⇒ (6, 3) + 1 = 10

    Roll Details:

    -Dexterity:1d12+1
    -Balazar's Blessing of Pharasma: 1d12

    Defeated the Poison Dart Trap and closed the Caves. Everyone moves to the Swamp.

    As Adowyn explored the caves, she sent out Prickles to find Leryn who had wandered off again. Leryn arrived a few minutes later warning of a Kobold Sorceror around the corner. Steeling herself, Adowyn continued on to face it. She got hit by a few acid balls, but she was able to defeat it. After only a couple more steps, she heard a click. Jumping back a few steps, she was able to easily dodge the poison dart. Taking a deep breath, she kept walking only to find a dead end. They had explored the caves pretty thoroughly, so it was time to move on.

    "

    Adowyn wrote:

    Hand: Atlatl, Demonbane Light Crossbow +1, Longbow, Trapsmith Gloves, Blessing of the Elements,

    Displayed: Leather Armor , Leryn,
    Deck: 5 Discard: 5 Buried: 0
    Current Location: Swamp
    Hero Points: 0
    NOTES:
    Available Support: I have a Blessing of the Elements
    Other: ""My name is Adowyn. As long as you don't interrupt my hunt, and don't touch my wolf, we'll get along fine.""

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bestial Rags, Desna's Star, Enchanted Fang, Call Animal
    Recharged: Porcupine,
    Discard Pile: Frilled Lizard, Blessing of the Gods, Blessing of Erastil, Bat, Blessing of Chaldira Zuzaristan,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Ranged: Dexterity+1
    Stealth: Dexterity+2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Divine: Wisdom+1
    Survival: Wisdom+3
    Charisma d4 ☐ +1 ☐ +2

    Favored Card: Ally
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Light Armors, Weapons
    POWERS:
    At the start of your turn, you may search your deck or discard for a cohort or a card with the Animal trait and put it into your hand, then recharge a card
    You may recharge a card to evade a summoned bane.

    "

    End of Turn Summary:
    -Recharged Porcupine
    -Displayed Leryn
    -Discarded Bat and Blessing of Chaldira Zuzaristan for damage
    -Used Blessing of Erastil
    -Used Balazar's Blessing of Pharasma
    -Defeated Card 1 of the Caves
    -Closed the Caves


    Random Person Summons Danger: 1d4 ⇒ 1
    Which Danger: 1d4 ⇒ 3


    Balazar Deck Handler STR d4 | DEX d6 | CON d6 | INT d8 (Knowledge +2)| WIS d6 | CHA d12 (Arcane +2)

    OFF-TURN ACTIONS:
    When Adowyn examines the henchman, I will go ahead and Recharge Good Omen to summon a monster(Sneak)

    Kobold Champion:

    Story Bane Monster 1
    Traits
    Kobold
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, succeed at an Intelligence, Craft, Disable, or Perception 4+# check or suffer 1d4 Poison damage.

    Intelligence 5: 1d8 + 1d8 ⇒ (4) + (8) = 12

    Roll Details:

    Intelligence - 1d8
    Blessed - 1d8
    Discard Spellbound to bless

    Combat 12(10+1+1): 2d10 + 0 + 1d4 + 0 ⇒ (4, 2) + 0 + (2) + 0 = 8

    Roll Details:

    Padrig - 2d10+0
    Summon Monster - 1d4+0

    So that's a handwipe. And I failed to defeat a monster, so I am now Wounded per the Swamps power

    "========================
    Balazar starts his turn.
    Hour: Pharasma's Knowing
    Hour Power:On your check against an Undead card, add 1d6.
    Location: Swamp
    Location Power:When you fail a check to defeat a monster, suffer the scourge Wounded.
    Scenario Powers:

  • You may only move when your location is closed, and you may only move to the next location on the scenario list. After the last location you're using is closed, move to the Ruin.
  • After a location is closed, a random character that moved from that location summons and encounters the danger.
    "

    Start of turn, discard Fred from Wounded
    No cards in hand, so I'll just end my turn.

    As the party exist the caves into the Swamp beyond, one of the stronger kobolds leaps out from their hiding place landing a rather powerful blow on my arm. Luckily, Padrig was able to scare the creature off, but not before it caused a rather nasty wound on my arm. Journey through this swamp could get rather deadly if we're not careful.

    "

    Balazar wrote:

    Hand: Snakebite Dagger, Enchanted Fang, Fire Snake, Augury, Books (Chronicler), Blessing of the Spellbound (2),

    Displayed: Padrig,
    Deck: 8 Discard: 5 Buried: 0
    Current Location: Swamp
    Hero Points: 0 // Balazar 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: Snakebite Dagger recharges to add 1d4 to combat checks
    Other: Paizo reroll used for scenario FT-4?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Magic Chain Shirt, Giant Fly (1), Star Girl (Magical Child), Locate Object, Staff of Minor Healing, Prophesize, Bestiary of Garund
    Recharged: Good Omen,
    Discard Pile: Blessing of Pharasma, Blessing of the Spellbound , Eloquence, Gem of Physical Prowess, Fred (Bound Imp),
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    - Knowledge: Intelligence +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Arcane: Charisma +2

    Favored Card: Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Arcane
    POWERS:
    After you play a spell that has the Attack trait, bury it.
    You may recharge a spell to draw a random monster from the box.
    When you defeat a monster and would banish it, you may add it to your hand instead.
    You may banish a monster from your hand to add 1d4 plus the monster's adventure deck number to a combat check by a character at your location (☑ or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number)

    "


  • During This Adventure: Fangwood Thieves

    During This Scenario: FT-1D: Snares, Scales, and Snarls

  • You may only move when your location is closed, and you may only move to the next location on the scenario list. After the last location you're using is closed, move to the Ruin.
  • After a location is closed, a random character that moved from that location summons and encounters the danger.

    STORY BANES:

  • Danger: Drake, Inferno Trap, Kobold Champion, Poison Dart Trap
  • Villain: Kobold Chieftain
  • Henchmen (Closing): Kobold Champion, Kobold Sorcerer, Kobold Hordes-Proxy A

    Drake:
    Drake
    Story Bane Monster 1

    Traits
    Dragon
    Veteran

    Check
    Combat
    10+##
    THEN
    Combat
    11+#

    Powers
    Roll 1d4. This monster gains the trait, is resistant to, and all damage is:
    1. Acid 2. Cold 3. Electricity 4. Fire
    Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.

    Inferno Trap:
    Inferno Trap
    Story Bane Barrier 1

    Traits
    Fire
    Trap
    Veteran

    Check
    Dexterity
    Acrobatics
    Perception
    8+#
    OR
    Craft
    Disable
    6+#

    Powers
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, each local character suffers 1d4 Fire damage.

    Kobold Champion:
    Kobold Champion
    Story Bane Monster 1

    Traits
    Kobold
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, succeed at an Intelligence, Craft, Disable, or Perception 4+# check or suffer 1d4 Poison damage.

    Poison Dart Trap:
    Poison Dart Trap
    Story Bane Barrier 1

    Traits
    Trap
    Poison

    Check
    Dexterity
    Acrobatics
    9
    OR
    Disable
    7

    Powers
    If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.

    Kobold Horde:
    Kobold Horde
    Story Bane Monster 1

    Traits
    Kobold
    Swarm

    Check
    Combat
    11
    OR
    Diplomacy
    8

    Powers
    If not defeated by at least 4, suffer 1 Ranged Combat damage, then shuffle this monster into its location.

    Additional Rules:

    Acquired Cards:

    Klar (Armor 0)
    Gem of Physical Prowess (Item 1)
    Snakebite Dagger (Weapon 1)

    Scenario Level (#): 1

    Turn: 11, Damiel/TheChu

    Random Cards:

    Monsters
    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:
    Goblin Troublemaker
    Core
    Monster 0
    Traits:
    Goblin
    To Defeat:
    Combat 9
    Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
    1. Suffer 1d4-1 Ranged Combat damage.
    2. Suffer 1 Fire damage.
    3. Suffer the scourge Poisoned.
    4. Recharge a card.

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

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

    Spoiler:
    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:
    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:
    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:
    Battleaxe
    Core
    Weapon 0
    Traits:
    Axe
    Melee
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.

    Spoiler:
    Scythe
    CotCT
    Weapon 0
    Traits:
    2-Handed
    Melee
    Scythe
    Slashing
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
    After playing this weapon, you may not play an Offhand boon this encounter.

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

    Spoiler:
    Light Crossbow
    Core
    Weapon 0
    Traits:
    Bow
    Ranged
    To Acquire:
    Dexterity
    Ranged 4
    For your combat check, reveal to use Dexterity or Ranged + 1d8.
    On a distant combat check, freely discard to add 1d8.

    Spoiler:
    Returning Starknife
    CotCT
    Weapon 1
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 10
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
    On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Spells
    Spoiler:
    Frostbite
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Cold
    Divine
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    OR Wisdom
    Divine 8
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    If the check is against a bane, when you suffer damage from it, reduce it by 1.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.

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

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

    Spoiler:
    Mirror Image
    Core
    Spell 1
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    Display. While displayed:
    * When you suffer damage, roll 1d4.
    On any result other than 1, reduce the damage to 0.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.

    Spoiler:
    Commune
    Core
    Spell 1
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Banish to draw a new blessing.
    DURING RECOVERY
    If proficient, you may bury this card.

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

    Spoiler:
    Magic Chain Shirt
    Core
    Armor 1
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Leather Armor
    Core
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 3
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    * When you suffer any damage, you may bury to reduce it to 0.

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

    Spoiler:
    Half-plate
    Core
    Armor 0
    Traits:
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Items
    Spoiler:
    Holy Symbol
    CotCT
    Item 0
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom
    Divine 4
    On your Divine non-combat check, reveal to add 1d4.
    Discard to heal a Divine spell.

    Spoiler:
    Compass
    Core
    Item 0
    Traits:
    Object
    To Acquire:
    Wisdom
    Survival 4
    Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
    Discard to explore.

    Spoiler:
    Helpful Haversack
    CotCT
    Item 1
    Traits:
    Accessory
    Magic
    To Acquire:
    Dexterity
    Intelligence 6
    At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.

    Spoiler:
    Bastion Boots
    CotCT
    Item 1
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Acrobatics 5
    Recharge to move. You may not use this power during an encounter.
    When you encounter an Obstacle or Trap barrier, recharge to evade it.

    Spoiler:
    Thieves' Tools
    Core
    Item 0
    Traits:
    Tool
    To Acquire:
    Dexterity
    Disable 4
    On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.

    Allies
    Spoiler:
    Tinker
    Core
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy
    Disable 6
    On a local check to acquire or Craft check, recharge to add 1d4.
    Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.

    Spoiler:
    Bound Imp
    CotCT
    Ally 1
    Traits:
    Devil
    Outsider
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    While this card is in your hand or when you play it, treat it as either a monster or an ally.
    Recharge to draw a card.
    Banish to draw 2 cards.

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


    Spoiler:
    Crow
    Core
    Ally 1
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 5
    On a local check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.

    Spoiler:
    Archer
    Core
    Ally 0
    Traits:
    Human
    Ranger
    To Acquire:
    Charisma
    Diplomacy
    Ranged 4
    On a local Dexterity or Ranged check, recharge to add 1d4.
    Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.

    Spoiler:
    Harrower
    CotCT
    Ally 0
    Traits:
    Human
    Medium
    Harrow
    To Acquire:
    Charisma
    Diplomacy 4
    OR Knowledge 5
    Recharge to examine the top 3 cards of any character's deck and return them in any order.
    Discard to examine the top card of your location, then you may explore.

    Blessings
    Spoiler:
    The Queen Mother
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Knowledge check is blessed.
    To Acquire:
    Wisdom
    Knowledge 4+#
    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.

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

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

    Spoiler:
    The Marriage
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, summon and encounter an ally.
    To Acquire:
    Charisma
    Craft 4+#
    On a local check, discard to bless.
    The character attempting the check may add another local character's die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.

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

    Current Hour:

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

    Hours Remaining: 19

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Raz/Kyachar:
    Spoiler:
    Hourglass Card 1 Raz/Kyachar
    The Unicorn
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: Your check to acquire is blessed.
    To Acquire:
    Charisma
    Disable 4+#
    On any check, discard to bless.
    On another character's check, discard to give them a boon.
    Discard to explore. Before acting, you may give a boon to a local character.
    Hourglass Card 2 Adowyn/KittyKandy:
    Spoiler:
    Hourglass Card 2 Adowyn/KittyKandy
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played.
    To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Hourglass Card 3 Balazar/Gimry:
    Spoiler:
    Hourglass Card 3 Balazar/Gimry
    The Owl
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Survival check is blessed.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
    Hourglass Card 4 Damiel/TheChu:
    Spoiler:
    Hourglass Card 4 Damiel/TheChu
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    Veteran
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Hourglass Card 5 Raz/Kyachar:
    Spoiler:
    Hourglass Card 5 Raz/Kyachar
    The Desert
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you move during your move step, bury a card.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to move another character to your location.
    Discard to explore. This exploration, on all Constitution checks, add 1d4.
    Hourglass Card 6 Adowyn/KittyKandy:
    Spoiler:
    Hourglass Card 6 Adowyn/KittyKandy
    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 Balazar/Gimry:
    Spoiler:
    Hourglass Card 7 Balazar/Gimry
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Hourglass Card 8 Damiel/TheChu:
    Spoiler:
    Hourglass Card 8 Damiel/TheChu
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    Veteran
    When this is the hour: You may avenge by discarding a card.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 9 Raz/Kyachar:
    Spoiler:
    Hourglass Card 9 Raz/Kyachar
    The Tyrant
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
    To Acquire:
    Charisma
    Fortitude 4+#
    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
    Hourglass Card 10 Adowyn/KittyKandy:
    Spoiler:
    Hourglass Card 10 Adowyn/KittyKandy
    The Juggler
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, freely discard to reroll a die.
    Discard to explore.
    Hourglass Card 11 Balazar/Gimry:
    Spoiler:
    Hourglass Card 11 Balazar/Gimry
    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 12 Damiel/TheChu:
    Spoiler:
    Hourglass Card 12 Damiel/TheChu
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers.
    To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.
    Hourglass Card 13 Raz/Kyachar:
    Spoiler:
    Hourglass Card 13 Raz/Kyachar
    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 14 Adowyn/KittyKandy:
    Spoiler:
    Hourglass Card 14 Adowyn/KittyKandy
    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 15 Balazar/Gimry:
    Spoiler:
    Hourglass Card 15 Balazar/Gimry
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 16 Damiel/TheChu:
    Spoiler:
    Hourglass Card 16 Damiel/TheChu
    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 Raz/Kyachar:
    Spoiler:
    Hourglass Card 17 Raz/Kyachar
    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 18 Adowyn/KittyKandy:
    Spoiler:
    Hourglass Card 18 Adowyn/KittyKandy
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 19 Balazar/Gimry:
    Spoiler:
    Hourglass Card 19 Balazar/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.

    Location #1: Forest
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #2: Caves
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Imps and House Drakes (Shuffled)

    Location #3: Swamp
    Aquatic
    Wild
    At This Location: When you fail a check to defeat a monster, suffer the scourge Wounded.
    When Closing: Either succeed at a Wisdom or Survival 6+# check or shuffle a new monster into each location.
    When Permanently Closed: No effect.
    M: 4 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Balazar/Gimry, Damiel/TheChu, Raz/Kyachar, Adowyn/KittyKandy, None

    Swamp Card 1:
    Dire Boar
    Core
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 10
    THEN Combat 11
    When you would reveal a Melee weapon on the check to defeat, recharge it instead.
    If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.
    Swamp Card 2:
    Kobold Champion
    Core
    Story Bane 1
    Type: Monster
    Traits:
    Kobold
    Veteran
    To Defeat:
    Combat 10+##
    Before acting, succeed at an Intelligence, Craft, Disable, or Perception 4+# check or suffer 1d4 Poison damage.
    Swamp Card 3:
    Poison Gas
    Core
    Barrier 1
    Traits:
    Poison
    Trap
    Veteran
    To Defeat:
    Craft
    Disable 6+#
    If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
    Then banish this barrier.
    Swamp Card 4:
    Ambush
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    Trigger
    To Defeat:
    Wisdom
    Perception
    Stealth 8+#
    When examined, encounter this barrier; on the check to defeat, add 1d4.
    If undefeated, banish this barrier, then a random local character summons and encounters a monster.
    That monster cannot be evaded; subtract 1 from each die rolled against it.
    Swamp Card 5:
    Ratling
    CotCT
    Monster 1
    Traits:
    Aberration
    To Defeat:
    Combat 9
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.
    Swamp Card 6:
    Infernal Healing
    CotCT
    Spell 0
    Traits:
    Arcane
    Divine
    Healing
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    Display next to a local character.
    While displayed:
    * At the end of this character's turns, they may bury a card from their discards to heal a card.
    * At the end of the scenario, banish; if proficient, bury instead.
    Swamp Card 7:
    Termite Swarm
    Core
    Monster 1
    Traits:
    Swarm
    Vermin
    Trigger
    To Defeat:
    Combat 10
    OR Constitution
    Fortitude 6
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Swamp Card 8:
    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.
    Swamp Card 9:
    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.
    Swamp Card 10:
    Wounded Wanderer
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Wisdom
    Craft
    Divine
    Survival 8
    You may bury a Healing boon to defeat this barrier.
    If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
    Swamp Card 11:
    Guide
    Core
    Ally 0
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 5
    On a local check to close or to guard, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to close your location, add 1d6.

    Location #4: Ravine
    Underground
    Wild
    At This Location: The difficulty of combat checks is increased by #.
    When Closing: Bury a random card.
    When Permanently Closed: You may heal a buried card.
    M: 3 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Ravine Card 1:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Ravine Card 2:
    Sanctuary
    CotCT
    Spell 0
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 6
    When a local character encounters a monster, banish to let them evade it; reload the monster into its location.

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

    Ravine Card 3:
    Helm
    Core
    Armor 0
    Traits:
    Heavy Armor
    Helm
    To Acquire:
    Constitution
    Fortitude 4
    When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
    After playing this armor, you may not play a Helm boon this encounter.
    Ravine Card 4:
    Quarterstaff of Vaulting
    Core
    Weapon 1
    Traits:
    2-Handed
    Bludgeoning
    Magic
    Melee
    Staff
    To Acquire:
    Strength
    Melee 8
    OR Acrobatics 6
    For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
    Recharge to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Ravine Card 5:
    Allip
    Core
    Monster 1
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    OR Divine 8
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Dazed.
    Ravine Card 6:
    Shadow
    CotCT
    Monster 1
    Traits:
    Shadow
    Undead
    To Defeat:
    Combat 13
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, you must first choose blessings.
    Ravine Card 7:
    The Winged Serpent
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Ranged check is blessed.
    To Acquire:
    Wisdom
    Melee 4+#
    On a local check, discard to bless.
    On a distant check, recharge to bless.
    Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
    Ravine Card 8:
    Staff of Minor Healing
    Core
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 7
    Recharge to heal a local character a card.
    Ravine Card 9:
    Acid-spraying Skull
    CotCT
    Barrier 1
    Traits:
    Acid
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Perception 4
    If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
    Ravine Card 10:
    Necrophidian
    CotCT
    Monster 1
    Traits:
    Construct
    To Defeat:
    Combat 12
    Immune to Mental and Poison.
    Vulnerable to Bludgeoning.
    If undefeated, suffer the scourge Dazed.
    Ravine Card 11:
    Lost Local
    Core
    Barrier 0
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 5
    OR Survival 7
    If undefeated, suffer the scourge Dazed and end your turn.

    Location #5: Ruin
    Urban
    At This Location: When a monster is undefeated, shuffle a new monster into the location.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Shuffle a new monster into another location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Ruin Card 1:
    Frozen Touch
    CotCT
    Spell 0
    Traits:
    Arcane
    Attack
    Cold
    Divine
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    For your combat check, banish to use Arcane or Divine + 2d4.
    When a local character encounters an Undead monster, banish to let them evade it.

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

    Ruin Card 2:
    Token of Remembrance
    Core
    Item 0
    Traits:
    Arcane
    Divine
    Magic
    Object
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    On your check to recharge a spell, recharge to add 1d8.
    Bury to reload a spell from your discards.
    Ruin Card 3:
    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    Veteran
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.
    Ruin Card 4:
    Kobold Chieftain
    FT
    Story Bane 1
    Type: Monster
    Traits:
    Kobold
    Veteran
    To Defeat:
    Combat 11+##
    Before acting, a random local character summons and encounters the story bane Drake. If it is not defeated, this monster is evaded.
    If undefeated, suffer the scourges Dazed and Wounded.
    Ruin Card 5:
    Cold Iron Greatsword
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Ruin Card 6:
    Pit Trap
    Core
    Barrier 0
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 6
    OR Wisdom
    Perception 8
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.
    Ruin Card 7:
    Chain Shirt
    Core
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 4
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    Ruin Card 8:
    Spider Swarm
    CotCT
    Monster 1
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 10
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    If undefeated, suffer the scourge Poisoned.
    Ruin Card 9:
    Door Spike
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Wisdom
    Disable
    Perception 8
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
    Ruin Card 10:
    Razor Snare
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Survival 6
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

    Location #6: 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: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1 (Giant Fly):
    Giant Fly
    Core
    Monster 1
    Traits:
    Vermin
    To Defeat:
    Combat 10
    If undefeated, bury a random card from your discards.
    After acting, shuffle this monster into a random other location.


  • Damiel's Deck Handler STR d4 | DEX d12 (Disable +1)| CON d6 | INT d10 (Craft +3)| WIS d6 (Perception +2) | CHA d4

    ========================
    Damiel starts his turn.
    Hour: The Waxworks
    Hour Power:At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    Location: Swamp
    Location Power: When you fail a check to defeat a monster, suffer the scourge Wounded.
    Scenario Powers:You may only move when your location is closed, and you may only move to the next location on the scenario list. After the last location you're using is closed, move to the Ruin.
    After a location is closed, a random character that moved from that location summons and encounters the danger.

    Can't discard a blessing, so I'm now Exhausted
    Balazar casts Augury, searching for Monsters

    Found Dire Boar and Kobold Champion in first two cards. Putting Kobold Champion on top, Dire Boar underneath, then shuffling rest of location

    Damiel explores the Swamp.

    Kobold Champion:
    Core
    Story Bane 1
    Type: Monster
    Traits:
    Kobold
    Veteran
    To Defeat:
    Combat 10+##
    Before acting, succeed at an Intelligence, Craft, Disable, or Perception 4+# check or suffer 1d4 Poison damage.

    BYA Craft 5: 1d10 + 1 + 3 ⇒ (1) + 1 + 3 = 5

    Roll Details:

    Craft: 1d10+1+3

    Combat 12 (10+1+1): 1d10 + 1 + 3 + 2d6 ⇒ (10) + 1 + 3 + (2, 3) = 19

    Roll Details:

    Craft: 1d10+1+3
    Noxious Bomb: 2d6

    Attempting to close the Swamp

    Wisdom 7 (6+1): 1d6 + 1d6 + 1 ⇒ (4) + (3) + 1 = 8

    Roll Details:

    Wisdom: 1d6
    Good Omen: 1d6+1

    Everyone moves to the Ravine

    Roll for who fights random Danger: 1d4 ⇒ 4

    Adowyn fights random Danger

    The rapid traversal through the cave had taken its toll on Damiel. His frail frame started to wheeze as soon as the party entered the swamp. Hoping to achieve similar success as last time, he follows Balazar's divination of where the kobold guarding this area is located.

    Getting the jump on the small champion, Damiel immediately identifies the guard's poison and knocks it out of his hand. He then tosses his own noxious decanter at the kobold, defeating it handily. After the fight, he retraces the kobold's steps to the where the swamp meets a flowing ravine, ever closer to their final destination.

    Damiel wrote:

    Hand: Sling Staff, Corrosive Dagger +1, Burglar's Buckler, Alchemist's Fire (2), Blessing of Erastil,

    Displayed:
    Deck: 9 Discard: 2 Buried: 0
    Current Location: Ravine
    Hero Points: 1
    Paizo Reroll 1 Die Used: No
    // Damiel has the following scourges marked:
    Exhausted:
    While Marked:
    On each check or step, you may play no more than 1 boon.

    At the start of your move step, you may end your turn to remove this scourge.


    NOTES:
    Available Support: I have a Blessing of Erastil if you need it.
    Movement: Movement is predetermined for this scenario.
    Other: ""Hello. I'm Damiel. Are you my next test subject? No? Ah, well, looks like I'll keep testing on myself, then...""

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Acid Flask (Core), Call Potion, Alchemist's Fire
    Recharged: Blessing of the Quartermaster, Corrosion, Blowgun, Potion of Healing, Noxious Bomb (Core), Good Omen (Core),
    Discard Pile: Blessing of the Elements, Hand Crossbow,
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Weapon, Alchemical, Spell
    POWERS:
    - You may not play spells that have the Attack trait.
    - During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
    - You may discard a card that has the Alchemical trait (□ or any 2 cards) to add your Intelligence skill to your Dexterity combat check (☑ or your Strength, Dexterity, or Constitution non-combat check).
    - □ Society Initiate: You may assign this reward only to the first PACS character that you create. You get a hero point that may not be spent to gain a feat. While your character is Tier 1, when you complete a scenario, you may choose a bonus deck upgrade.
    At the end of a scenario, if your character is dead, you may cross off the box that precedes this reward; your character is no longer dead.

    End of Turn Summary:
    - Becomes Exhausted
    - Uses Balazar's Augury to place Kobold Champion on top of location
    - Defeated Card 1 of the Swamp (Henchman)
    - Closed location
    - Everyone moves to the Ravine
    - Recharged Noxious Bomb (Core) and Good Omen (Core) using Damiel's power


    During This Adventure: Fangwood Thieves

    During This Scenario: FT-1D: Snares, Scales, and Snarls

  • You may only move when your location is closed, and you may only move to the next location on the scenario list. After the last location you're using is closed, move to the Ruin.
  • After a location is closed, a random character that moved from that location summons and encounters the danger.

    STORY BANES:

  • Danger: Drake, Inferno Trap, Kobold Champion, Poison Dart Trap
  • Villain: Kobold Chieftain
  • Henchmen (Closing): Kobold Champion, Kobold Sorcerer, Kobold Hordes-Proxy A

    Drake:
    Drake
    Story Bane Monster 1

    Traits
    Dragon
    Veteran

    Check
    Combat
    10+##
    THEN
    Combat
    11+#

    Powers
    Roll 1d4. This monster gains the trait, is resistant to, and all damage is:
    1. Acid 2. Cold 3. Electricity 4. Fire
    Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.

    Inferno Trap:
    Inferno Trap
    Story Bane Barrier 1

    Traits
    Fire
    Trap
    Veteran

    Check
    Dexterity
    Acrobatics
    Perception
    8+#
    OR
    Craft
    Disable
    6+#

    Powers
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, each local character suffers 1d4 Fire damage.

    Kobold Champion:
    Kobold Champion
    Story Bane Monster 1

    Traits
    Kobold
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, succeed at an Intelligence, Craft, Disable, or Perception 4+# check or suffer 1d4 Poison damage.

    Poison Dart Trap:
    Poison Dart Trap
    Story Bane Barrier 1

    Traits
    Trap
    Poison

    Check
    Dexterity
    Acrobatics
    9
    OR
    Disable
    7

    Powers
    If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.

    Kobold Horde:
    Kobold Horde
    Story Bane Monster 1

    Traits
    Kobold
    Swarm

    Check
    Combat
    11
    OR
    Diplomacy
    8

    Powers
    If not defeated by at least 4, suffer 1 Ranged Combat damage, then shuffle this monster into its location.

    Additional Rules:

    Acquired Cards:

    Klar (Armor 0)
    Gem of Physical Prowess (Item 1)
    Snakebite Dagger (Weapon 1)

    Scenario Level (#): 1

    Turn: 12, Raz/Kyachar

    Random Cards:

    Monsters
    Spoiler:
    Bloodbug
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.

    Spoiler:
    Plaguebearer
    CotCT
    Monster 1
    Traits:
    Aberration
    Disease
    To Defeat:
    Combat 15
    When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
    If undefeated, suffer the scourge Plagued.

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

    Spoiler:
    Skeletal Owlbeast
    CotCT
    Monster 1
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 14
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.

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

    Barriers
    Spoiler:
    Shrieky Plant
    Core
    Barrier 1
    Traits:
    Obstacle
    Plant
    Trigger
    To Defeat:
    Wisdom
    Perception 8
    OR Stealth
    Survival 6
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.

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

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

    Weapons
    Spoiler:
    Mace
    Core
    Weapon 0
    Traits:
    Mace
    Melee
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.

    Spoiler:
    Giantbane Greataxe
    Core
    Weapon 1
    Traits:
    2-Handed
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Battleaxe
    Core
    Weapon 0
    Traits:
    Axe
    Melee
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.

    Spoiler:
    Seeking Shortbow
    Core
    Weapon 1
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged
    Stealth 11
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Flaming Shortbow
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Bow
    Fire
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged
    Stealth 9
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
    If proficient, on another character's combat check, freely discard to add 1d8 and the Fire trait.
    After playing this weapon, you may not play an Offhand boon this encounter.

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

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


    Spoiler:
    Invisibility
    Core
    Spell 1
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 7
    When a local character encounters a monster, banish; they evade it.
    On a local Stealth check, banish to add 2d10.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

    Spoiler:
    Acid Arrow
    Core
    Spell 0
    Traits:
    Acid
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    For your combat check, banish to use Arcane + 2d4.
    On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

    Spoiler:
    Sleep
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Magic
    Mental
    To Acquire:
    Intelligence
    Arcane 7
    When a local character encounters a monster, banish; they evade it.
    On a local check against a monster or an ally, banish to add 1d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

    Spoiler:
    Remove Disease
    CotCT
    Spell 1
    Traits:
    Divine
    Magic
    Healing
    To Acquire:
    WisdomDivine 8
    Banish to remove the scourge Plagued from any number of local characters.

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


    Armors
    Spoiler:
    Leather Armor
    Core
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 3
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Studded Leather Armor
    CotCT
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 4
    Display. While displayed:
    * When you discard cards as Combat damage, you may reload 1 of those cards.
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.

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

    Spoiler:
    Chain Mail
    Core
    Armor 0
    Traits:
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 5
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

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

    Items
    Spoiler:
    Harrow Deck
    CotCT
    Item 1
    Traits:
    Gambling
    Harrow
    Magic
    Mental
    Tool
    To Acquire:
    Wisdom
    Perception 10
    Recharge to examine the top 3 cards of any character's deck and return them in any order.
    Banish to examine the top 3 cards of any location and return them in any order.

    DURING RECOVERY
    Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.


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

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


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

    Spoiler:
    Spellbook
    CotCT
    Item 0
    Traits:
    Book
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    On your Arcane non-combat check, reveal to add 1d4.
    Discard to heal an Arcane spell.

    Spoiler:
    Codex
    Core
    Item 0
    Traits:
    Book
    To Acquire:
    Intelligence
    Knowledge 5
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.

    Allies
    Spoiler:
    Leech
    CotCT
    Ally 1
    Traits:
    Healing
    Vermin
    To Acquire:
    Wisdom
    Knowledge
    Survival 6
    Recharge to heal a local character 1d4-1 cards.
    Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

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

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

    Spoiler:
    Soldier
    Core
    Ally 0
    Traits:
    Human
    Soldier
    To Acquire:
    Charisma
    Diplomacy
    Melee 4
    On a local Strength or Melee check, recharge to add 1d4.
    Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.

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

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

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

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

    Spoiler:
    The Marriage
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, summon and encounter an ally.
    To Acquire:
    Charisma
    Craft 4+#
    On a local check, discard to bless.
    The character attempting the check may add another local character's die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.

    Spoiler:
    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: Your check to acquire is blessed.

    Current Hour:

    The Unicorn:
    The Unicorn
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: Your check to acquire is blessed.
    To Acquire:
    Charisma
    Disable 4+#
    On any check, discard to bless.
    On another character's check, discard to give them a boon.
    Discard to explore. Before acting, you may give a boon to a local character.

    Hours Remaining: 18

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Adowyn/KittyKandy:
    Spoiler:
    Hourglass Card 1 Adowyn/KittyKandy
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played.
    To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Hourglass Card 2 Balazar/Gimry:
    Spoiler:
    Hourglass Card 2 Balazar/Gimry
    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 3 Damiel/TheChu:
    Spoiler:
    Hourglass Card 3 Damiel/TheChu
    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 4 Raz/Kyachar:
    Spoiler:
    Hourglass Card 4 Raz/Kyachar
    The Desert
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you move during your move step, bury a card.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to move another character to your location.
    Discard to explore. This exploration, on all Constitution checks, add 1d4.
    Hourglass Card 5 Adowyn/KittyKandy:
    Spoiler:
    Hourglass Card 5 Adowyn/KittyKandy
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    Veteran
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 6 Balazar/Gimry:
    Spoiler:
    Hourglass Card 6 Balazar/Gimry
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Hourglass Card 7 Damiel/TheChu:
    Spoiler:
    Hourglass Card 7 Damiel/TheChu
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    Veteran
    When this is the hour: You may avenge by discarding a card.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 8 Raz/Kyachar:
    Spoiler:
    Hourglass Card 8 Raz/Kyachar
    The Tyrant
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
    To Acquire:
    Charisma
    Fortitude 4+#
    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
    Hourglass Card 9 Adowyn/KittyKandy:
    Spoiler:
    Hourglass Card 9 Adowyn/KittyKandy
    The Juggler
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, freely discard to reroll a die.
    Discard to explore.
    Hourglass Card 10 Balazar/Gimry:
    Spoiler:
    Hourglass Card 10 Balazar/Gimry
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 11 Damiel/TheChu:
    Spoiler:
    Hourglass Card 11 Damiel/TheChu
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers.
    To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.
    Hourglass Card 12 Raz/Kyachar:
    Spoiler:
    Hourglass Card 12 Raz/Kyachar
    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 13 Adowyn/KittyKandy:
    Spoiler:
    Hourglass Card 13 Adowyn/KittyKandy
    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 14 Balazar/Gimry:
    Spoiler:
    Hourglass Card 14 Balazar/Gimry
    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 15 Damiel/TheChu:
    Spoiler:
    Hourglass Card 15 Damiel/TheChu
    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 16 Raz/Kyachar:
    Spoiler:
    Hourglass Card 16 Raz/Kyachar
    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 Adowyn/KittyKandy:
    Spoiler:
    Hourglass Card 17 Adowyn/KittyKandy
    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 18 Balazar/Gimry:
    Spoiler:
    Hourglass Card 18 Balazar/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.

    Location #1: Forest
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #2: Caves
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #3: Swamp
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: Ravine
    Underground
    Wild
    At This Location: The difficulty of combat checks is increased by #.
    When Closing: Bury a random card.
    When Permanently Closed: You may heal a buried card.
    M: 3 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Balazar/Gimry, Damiel/TheChu, Raz/Kyachar, Adowyn/KittyKandy, None

    Ravine Card 1:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Ravine Card 2:
    Sanctuary
    CotCT
    Spell 0
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 6
    When a local character encounters a monster, banish to let them evade it; reload the monster into its location.

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

    Ravine Card 3:
    Helm
    Core
    Armor 0
    Traits:
    Heavy Armor
    Helm
    To Acquire:
    Constitution
    Fortitude 4
    When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
    After playing this armor, you may not play a Helm boon this encounter.
    Ravine Card 4:
    Quarterstaff of Vaulting
    Core
    Weapon 1
    Traits:
    2-Handed
    Bludgeoning
    Magic
    Melee
    Staff
    To Acquire:
    Strength
    Melee 8
    OR Acrobatics 6
    For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
    Recharge to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Ravine Card 5:
    Allip
    Core
    Monster 1
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    OR Divine 8
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Dazed.
    Ravine Card 6:
    Shadow
    CotCT
    Monster 1
    Traits:
    Shadow
    Undead
    To Defeat:
    Combat 13
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, you must first choose blessings.
    Ravine Card 7:
    The Winged Serpent
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Ranged check is blessed.
    To Acquire:
    Wisdom
    Melee 4+#
    On a local check, discard to bless.
    On a distant check, recharge to bless.
    Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
    Ravine Card 8:
    Staff of Minor Healing
    Core
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff
    To Acquire:
    Wisdom
    Divine 7
    Recharge to heal a local character a card.
    Ravine Card 9:
    Acid-spraying Skull
    CotCT
    Barrier 1
    Traits:
    Acid
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Perception 4
    If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
    Ravine Card 10:
    Necrophidian
    CotCT
    Monster 1
    Traits:
    Construct
    To Defeat:
    Combat 12
    Immune to Mental and Poison.
    Vulnerable to Bludgeoning.
    If undefeated, suffer the scourge Dazed.
    Ravine Card 11:
    Lost Local
    Core
    Barrier 0
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 5
    OR Survival 7
    If undefeated, suffer the scourge Dazed and end your turn.

    Location #5: Ruin
    Urban
    At This Location: When a monster is undefeated, shuffle a new monster into the location.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Shuffle a new monster into another location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Ruin Card 1:
    Frozen Touch
    CotCT
    Spell 0
    Traits:
    Arcane
    Attack
    Cold
    Divine
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    For your combat check, banish to use Arcane or Divine + 2d4.
    When a local character encounters an Undead monster, banish to let them evade it.

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

    Ruin Card 2:
    Token of Remembrance
    Core
    Item 0
    Traits:
    Arcane
    Divine
    Magic
    Object
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    On your check to recharge a spell, recharge to add 1d8.
    Bury to reload a spell from your discards.
    Ruin Card 3:
    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    Veteran
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.
    Ruin Card 4:
    Kobold Chieftain
    FT
    Story Bane 1
    Type: Monster
    Traits:
    Kobold
    Veteran
    To Defeat:
    Combat 11+##
    Before acting, a random local character summons and encounters the story bane Drake. If it is not defeated, this monster is evaded.
    If undefeated, suffer the scourges Dazed and Wounded.
    Ruin Card 5:
    Cold Iron Greatsword
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Ruin Card 6:
    Pit Trap
    Core
    Barrier 0
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 6
    OR Wisdom
    Perception 8
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.
    Ruin Card 7:
    Chain Shirt
    Core
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 4
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    Ruin Card 8:
    Spider Swarm
    CotCT
    Monster 1
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 10
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    If undefeated, suffer the scourge Poisoned.
    Ruin Card 9:
    Door Spike
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Wisdom
    Disable
    Perception 8
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
    Ruin Card 10:
    Razor Snare
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Survival 6
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

    Location #6: 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: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1 (Cave Bear):
    Cave Bear
    Core
    Monster 1
    Traits:
    Animal
    Veteran
    To Defeat:
    Combat 11+##
    OR Survival 6+#
    Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
    After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
    Cards Not In the Box Card 2 (Giant Fly):
    Giant Fly
    Core
    Monster 1
    Traits:
    Vermin
    To Defeat:
    Combat 10
    If undefeated, bury a random card from your discards.
    After acting, shuffle this monster into a random other location.


  • Balazar Deck Handler STR d4 | DEX d6 | CON d6 | INT d8 (Knowledge +2)| WIS d6 | CHA d12 (Arcane +2)

    Same as before. Once we examine the Henchman, I will recharge Enchanted Fang to summon a monster(Cave Bear)

    "End of Damiels turn.

    Balazar attempts to recover all cards in his Recovery pile.
    Augury: Arcane 8: 1d12 + 3 ⇒ (7) + 3 = 10 -> Augury recharged.


    Raz's Deck Handler STR d8 (Melee +2) / DEX d8 / CON d6 / INT d4 / WIS d6 (Divine +1) / CHA d10 (Diplomacy +2)

    Start of Turn:
    Hour: The Unicorn
    Hour Power: Your check to acquire is blessed
    Location: Ravine
    Location Power:The difficulty of combat checks is increased by #.
    "Scenario Powers: You may only move when your location is closed, and you may only move to the next location on the scenario list. After the last location you're using is closed, move to the Ruin.
    After a location is closed, a random character that moved from that location summons and encounters the danger.

    --------------------------------------------

    Raz explores the Ravine

    Kobold Horde:

    Story Bane Monster 1
    Traits
    Kobold
    Swarm

    Check
    Combat
    11
    OR
    Diplomacy
    8

    Powers
    If not defeated by at least 4, suffer 1 Ranged Combat damage, then shuffle this monster into its location.

    Combat 12(11+1): 1d8 + 3 + 1d4 + 1d6 + 1d6 + 1d8 ⇒ (4) + 3 + (2) + (4) + (4) + (6) = 23

    Roll Details:

    -Melee:1d8+3
    -Balazar's Dagger:1d4
    -Recharge Klar:1d6
    -Discard Shieldsplitter Lance:1d6
    -Use Damiel's Erastil:1d8

    Raz defeats the Henchmen - buries a random card to close

    Bury Card: 1d3 ⇒ 2

    Raz buries the Helm

    Location is closed which means Raz heals the Helm back

    Random person who has to summon a danger...

    Danger: 1d4 ⇒ 1

    Balazar has to summon and encounter a danger

    At the end of the turn, I shuffle my hand into my deck to get rid of my dazed and then draw up.

    "

    Raz wrote:

    Hand: Riding Horse (2) (Rain), Klar, Retriever (Clifford), Longspear (Core),

    Displayed: Chain Mail,
    Deck: 7 Discard: 5 Buried: 0
    Current Location: Caves
    Hero Points: 0
    Paizo Reroll Used:Yes
    NOTES:
    Movement: N/A
    Other: ""Hi I'm Raz! Stop looking at me like that...Yes I'm riding a dog."" Points lance at you...

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Helm (Core), Lance , Eagle Knight Dress Uniform, Riding Horse (Spirit), Blessing of Gorum, Blessing of Shax, Camel
    Recharged:
    Discard Pile: Portable Alter, Blessing of the Gods, Lance (2), Retriever, Shieldsplitter Lance,
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 4 ☐ 5
    Proficiencies:
    Light Armors, Heavy Armors, Weapons
    POWERS:
    You may discard the top card of your deck to add 1d6 to your check. If that card has the Mount trait, you may recharge it instead.
    When you attempt a check to acquire a weapon or an armor or an item or an ally you may use your diplomacy skill instead of any listed skill.
    When a character at another location encounters a monster, you may bury a card that has the Mount trait to allow that character to evade the monster; you then move to that location and encounter it.
    O - Society Initiate: You may assign this reward only to the first PACS character that you create. You get a hero point that may not be spent to gain a feat. While your character is Tier 1, when you complete a scenario, you may choose a bonus deck upgrade. At the end of a scenario, if you character is dead, you may cross off the box that precedes this reward; your character is no longer dead.
    OOO - What resistance? When you encounter a monster that is resistant to a trait, check a box that precedes this reward to treat it as vulnerable to that trait instead. 0/3 Used

    "

    End of Turn Summary:
    -Discarded Shieldsplitter Lance, Recharged Klar, Buried Helm, Healed Helm
    -Defeated card 1 of Ravines
    -Closed Ravine
    -Balazar has to summon and encounter a danger
    -Shuffled hand into deck and drew up to get rid of dazed
    -Everyone moves to the Ruin


    Balazar Deck Handler STR d4 | DEX d6 | CON d6 | INT d8 (Knowledge +2)| WIS d6 | CHA d12 (Arcane +2)

    OFF-TURN ACTIONS:
    Which Danger: 1d4 ⇒ 1

    Drake:

    Story Bane Monster 1
    Traits
    Dragon
    Veteran

    Check
    Combat
    10+##
    THEN
    Combat
    11+#

    Powers
    Roll 1d4. This monster gains the trait, is resistant to, and all damage is:
    1. Acid 2. Cold 3. Electricity 4. Fire
    Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.

    Drake Type: 1d4 ⇒ 3->Electricity

    Arcane 6(5+1): 1d12 + 3 ⇒ (2) + 3 = 5

    Roll Details:

    Arcane - 1d12+3

    Use My Paizo Reroll

    Arcane 6(5+1): 1d12 + 3 ⇒ (12) + 3 = 15

    Roll Details:

    Arcane - 1d12+3

    Combat 12(10+1+1): 2d10 + 1 + 1d4 + 1 + 1d10 ⇒ (7, 4) + 1 + (1) + 1 + (4) = 18

    Roll Details:

    Padrig - 2d10+1
    Summon Monster - 1d4+1
    Blessed(p) - 1d10

    As Raz chases the Kobolds from the Ravine, another Drake comes swooping after us.

    Using my fire snake, I lasso a nearby rock to pull myself out of the electrical blast from the Drake.

    "Now Padrig!!" With that, Padrig quickly attacks the drake.


    Damiel's Deck Handler STR d4 | DEX d12 (Disable +1)| CON d6 | INT d10 (Craft +3)| WIS d6 (Perception +2) | CHA d4

    During Raz's turn

    BYA Dexterity 6 (5+1): 1d12 ⇒ 8

    Roll Details:

    Dexterity: 1d12

    Combat 12 (11+1): 1d12 + 2d6 + 1d10 + 1 + 3 ⇒ (8) + (1, 6) + (1) + 1 + 3 = 20

    Roll Details:

    Dexterity: 1d12
    Alchemist's Fire (Discard Sling Staff): 2d6+1d10+1+3

    Recharge, Craft 9: 1d10 + 1 + 3 ⇒ (4) + 1 + 3 = 8

    Roll Details:

    Craft: 1d10+1+3

    Seeing Balazar get ambushed by yet another drake, Damiel dodges a large wing and throws a vial of alchemist's fire at the flying monster, searing through its rough scales. Balazar has proven useful as an ally, and these drakes have gotten on his nerves.

    Damiel wrote:

    Hand: Corrosive Dagger +1, Burglar's Buckler,

    Displayed:
    Deck: 10 Discard: 4 Buried: 0
    Current Location: Ruin
    Hero Points: 1
    Paizo Reroll 1 Die Used: No
    // Damiel has the following scourges marked:
    Exhausted:
    While Marked:
    On each check or step, you may play no more than 1 boon.

    At the start of your move step, you may end your turn to remove this scourge.


    NOTES:
    Available Support: I have nothing, Jon Snow!
    Movement: Movement is predetermined for this scenario.
    Other: ""Hello. I'm Damiel. Are you my next test subject? No? Ah, well, looks like I'll keep testing on myself, then...""

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Alchemist's Fire, Acid Flask (Core), Call Potion
    Recharged: Blessing of the Quartermaster, Corrosion, Blowgun, Potion of Healing, Noxious Bomb (Core), Good Omen (Core), Alchemist's Fire (2),
    Discard Pile: Blessing of the Elements, Hand Crossbow, Blessing of Erastil, Sling Staff,
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Weapon, Alchemical, Spell
    POWERS:
    - You may not play spells that have the Attack trait.
    - During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
    - You may discard a card that has the Alchemical trait (□ or any 2 cards) to add your Intelligence skill to your Dexterity combat check (☑ or your Strength, Dexterity, or Constitution non-combat check).
    - □ Society Initiate: You may assign this reward only to the first PACS character that you create. You get a hero point that may not be spent to gain a feat. While your character is Tier 1, when you complete a scenario, you may choose a bonus deck upgrade.
    At the end of a scenario, if your character is dead, you may cross off the box that precedes this reward; your character is no longer dead.

    Mid Turn Summary:
    - Recharged Alchemist's Fire using Damiel's power
    - Discarded Sling Staff


    Raz's Deck Handler STR d8 (Melee +2) / DEX d8 / CON d6 / INT d4 / WIS d6 (Divine +1) / CHA d10 (Diplomacy +2)

    BYA for the Drake:

    Dexterity 6(5+1): 1d8 ⇒ 7


    Adowyn still needs to evade her Danger, and then do a Drake BYA check

    During This Adventure: Fangwood Thieves

    During This Scenario: FT-1D: Snares, Scales, and Snarls

  • You may only move when your location is closed, and you may only move to the next location on the scenario list. After the last location you're using is closed, move to the Ruin.
  • After a location is closed, a random character that moved from that location summons and encounters the danger.

    STORY BANES:

  • Danger: Drake, Inferno Trap, Kobold Champion, Poison Dart Trap
  • Villain: Kobold Chieftain
  • Henchmen (Closing): Kobold Champion, Kobold Sorcerer, Kobold Hordes-Proxy A

    Drake:
    Drake
    Story Bane Monster 1

    Traits
    Dragon
    Veteran

    Check
    Combat
    10+##
    THEN
    Combat
    11+#

    Powers
    Roll 1d4. This monster gains the trait, is resistant to, and all damage is:
    1. Acid 2. Cold 3. Electricity 4. Fire
    Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.

    Inferno Trap:
    Inferno Trap
    Story Bane Barrier 1

    Traits
    Fire
    Trap
    Veteran

    Check
    Dexterity
    Acrobatics
    Perception
    8+#
    OR
    Craft
    Disable
    6+#

    Powers
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, each local character suffers 1d4 Fire damage.

    Kobold Champion:
    Kobold Champion
    Story Bane Monster 1

    Traits
    Kobold
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, succeed at an Intelligence, Craft, Disable, or Perception 4+# check or suffer 1d4 Poison damage.

    Poison Dart Trap:
    Poison Dart Trap
    Story Bane Barrier 1

    Traits
    Trap
    Poison

    Check
    Dexterity
    Acrobatics
    9
    OR
    Disable
    7

    Powers
    If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.

    Kobold Horde:
    Kobold Horde
    Story Bane Monster 1

    Traits
    Kobold
    Swarm

    Check
    Combat
    11
    OR
    Diplomacy
    8

    Powers
    If not defeated by at least 4, suffer 1 Ranged Combat damage, then shuffle this monster into its location.

    Additional Rules:

    Acquired Cards:

    Klar (Armor 0)
    Gem of Physical Prowess (Item 1)
    Snakebite Dagger (Weapon 1)

    Scenario Level (#): 1

    Turn: 13, Adowyn/KittyKandy

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

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

    Spoiler:
    Giant Toad
    Core
    Monster 1
    Traits:
    Animal
    Poison
    To Defeat:
    Combat 10
    OR Acrobatics 7
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.

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

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

    Spoiler:
    Symbol of Sleep
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.

    Spoiler:
    Mob of Undead
    Core
    Barrier 1
    Traits:
    Skirmish
    Undead
    To Defeat:
    None 0
    Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
    If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.

    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:
    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.

    Weapons
    Spoiler:
    Heavy Crossbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reload to use Dexterity or Ranged + 1d10.
    On a distant combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Mace
    Core
    Weapon 0
    Traits:
    Mace
    Melee
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.

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

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

    Spoiler:
    Longbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d8.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

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

    Spoiler:
    Aid
    Core
    Spell 0
    Traits:
    Divine
    Magic
    Veteran
    To Acquire:
    Wisdom
    Divine 6
    On any check, freely banish to add 1d4+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Spoiler:
    Toxic Cloud
    CotCT
    Spell 1
    Traits:
    Arcane
    Attack
    Magic
    Poison
    To Acquire:
    Intelligence
    Arcane 8
    Freely display. While displayed:
    * On combat checks to defeat monsters, add 1d6 and the Poison trait.
    * At the end of the turn, banish.

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


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

    Spoiler:
    Frost Ray
    CotCT
    Spell 1
    Traits:
    Arcane
    Attack
    Cold
    Magic
    To Acquire:
    Intelligence
    Arcane 7
    For your combat check, banish to use Arcane + 2d6; if you have a role card, you may add another 1d6.

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


    Armors
    Spoiler:
    Helm
    Core
    Armor 0
    Traits:
    Heavy Armor
    Helm
    To Acquire:
    Constitution
    Fortitude 4
    When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
    After playing this armor, you may not play a Helm boon this encounter.

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

    Spoiler:
    Half-plate
    Core
    Armor 0
    Traits:
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Spoiler:
    Hide Armor
    Core
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude
    Survival 3
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

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

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

    Spoiler:
    Harrow Deck
    CotCT
    Item 1
    Traits:
    Gambling
    Harrow
    Magic
    Mental
    Tool
    To Acquire:
    Wisdom
    Perception 10
    Recharge to examine the top 3 cards of any character's deck and return them in any order.
    Banish to examine the top 3 cards of any location and return them in any order.

    DURING RECOVERY
    Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.


    Spoiler:
    Blast Stone
    Core
    Item 0
    Traits:
    Alchemical
    Object
    To Acquire:
    Intelligence
    Craft 4
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.

    Spoiler:
    Helpful Haversack
    CotCT
    Item 1
    Traits:
    Accessory
    Magic
    To Acquire:
    Dexterity
    Intelligence 6
    At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.

    Spoiler:
    Spider Venom
    CotCT
    Item 0
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 6
    Display. While displayed:
    * On your Melee or Ranged combat check, you may bury to add 1d4 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

    Allies
    Spoiler:
    Bodyguard
    Core
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy
    Fortitude 6
    When a local character suffers damage, recharge to reduce it by 3.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

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

    Spoiler:
    Porcupine
    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Fortitude
    Survival 5
    On a local check against an Animal monster, recharge to add 1d8.
    Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.

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

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

    Blessings
    Spoiler:
    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.

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

    Spoiler:
    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 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.

    Hour Power: On your check, add 1 for each type of boon played.

    Current Hour:

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

    Hours Remaining: 17

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Balazar/Gimry:
    Spoiler:
    Hourglass Card 1 Balazar/Gimry
    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 2 Damiel/TheChu:
    Spoiler:
    Hourglass Card 2 Damiel/TheChu
    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 3 Raz/Kyachar:
    Spoiler:
    Hourglass Card 3 Raz/Kyachar
    The Desert
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you move during your move step, bury a card.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to move another character to your location.
    Discard to explore. This exploration, on all Constitution checks, add 1d4.
    Hourglass Card 4 Adowyn/KittyKandy:
    Spoiler:
    Hourglass Card 4 Adowyn/KittyKandy
    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 Balazar/Gimry:
    Spoiler:
    Hourglass Card 5 Balazar/Gimry
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Hourglass Card 6 Damiel/TheChu:
    Spoiler:
    Hourglass Card 6 Damiel/TheChu
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    Veteran
    When this is the hour: You may avenge by discarding a card.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 7 Raz/Kyachar:
    Spoiler:
    Hourglass Card 7 Raz/Kyachar
    The Tyrant
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
    To Acquire:
    Charisma
    Fortitude 4+#
    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
    Hourglass Card 8 Adowyn/KittyKandy:
    Spoiler:
    Hourglass Card 8 Adowyn/KittyKandy
    The Juggler
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, freely discard to reroll a die.
    Discard to explore.
    Hourglass Card 9 Balazar/Gimry:
    Spoiler:
    Hourglass Card 9 Balazar/Gimry
    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 10 Damiel/TheChu:
    Spoiler:
    Hourglass Card 10 Damiel/TheChu
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers.
    To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.
    Hourglass Card 11 Raz/Kyachar:
    Spoiler:
    Hourglass Card 11 Raz/Kyachar
    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 12 Adowyn/KittyKandy:
    Spoiler:
    Hourglass Card 12 Adowyn/KittyKandy
    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 13 Balazar/Gimry:
    Spoiler:
    Hourglass Card 13 Balazar/Gimry
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 14 Damiel/TheChu:
    Spoiler:
    Hourglass Card 14 Damiel/TheChu
    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 Raz/Kyachar:
    Spoiler:
    Hourglass Card 15 Raz/Kyachar
    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 16 Adowyn/KittyKandy:
    Spoiler:
    Hourglass Card 16 Adowyn/KittyKandy
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 17 Balazar/Gimry:
    Spoiler:
    Hourglass Card 17 Balazar/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.

    Location #1: Forest
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #2: Caves
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #3: Swamp
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: Ravine
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Ruin
    Urban
    At This Location: When a monster is undefeated, shuffle a new monster into the location.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Shuffle a new monster into another location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Balazar/Gimry, Damiel/TheChu, Raz/Kyachar, Adowyn/KittyKandy, None

    Ruin Card 1:
    Frozen Touch
    CotCT
    Spell 0
    Traits:
    Arcane
    Attack
    Cold
    Divine
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    For your combat check, banish to use Arcane or Divine + 2d4.
    When a local character encounters an Undead monster, banish to let them evade it.

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

    Ruin Card 2:
    Token of Remembrance
    Core
    Item 0
    Traits:
    Arcane
    Divine
    Magic
    Object
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    On your check to recharge a spell, recharge to add 1d8.
    Bury to reload a spell from your discards.
    Ruin Card 3:
    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    Veteran
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.
    Ruin Card 4:
    Kobold Chieftain
    FT
    Story Bane 1
    Type: Monster
    Traits:
    Kobold
    Veteran
    To Defeat:
    Combat 11+##
    Before acting, a random local character summons and encounters the story bane Drake. If it is not defeated, this monster is evaded.
    If undefeated, suffer the scourges Dazed and Wounded.
    Ruin Card 5:
    Cold Iron Greatsword
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Ruin Card 6:
    Pit Trap
    Core
    Barrier 0
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 6
    OR Wisdom
    Perception 8
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.
    Ruin Card 7:
    Chain Shirt
    Core
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 4
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    Ruin Card 8:
    Spider Swarm
    CotCT
    Monster 1
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 10
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    If undefeated, suffer the scourge Poisoned.
    Ruin Card 9:
    Door Spike
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Wisdom
    Disable
    Perception 8
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
    Ruin Card 10:
    Razor Snare
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Survival 6
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

    Location #6: 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: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1 (Cave Bear):
    Cave Bear
    Core
    Monster 1
    Traits:
    Animal
    Veteran
    To Defeat:
    Combat 11+##
    OR Survival 6+#
    Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
    After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
    Cards Not In the Box Card 2 (Giant Fly):
    Giant Fly
    Core
    Monster 1
    Traits:
    Vermin
    To Defeat:
    Combat 10
    If undefeated, bury a random card from your discards.
    After acting, shuffle this monster into a random other location.


  • Adowyn Deck Handler

    Off-Turn Actions

    Recharge Atlatl to evade the danger

    BYA check for the Drake

    Dexterity 6: 1d12 + 1 ⇒ (9) + 1 = 10

    Start of Turn:
    Hour: The Forge
    Hour Power: On your check, add 1 for each type of boon played.
    Location: Ruin
    Location Power:When a monster is undefeated, shuffle a new monster into the location.
    Scenario Powers: You may only move when your location is closed, and you may only move to the next location on the scenario list. After the last location you're using is closed, move to the Ruin.
    After a location is closed, a random character that moved from that location summons and encounters the danger.

    Adowyn uses her power to recharge her Longbow and put the Frilled Lizard into my hand.

    Adowyn explores the Ruin

    Frozen Touch:

    CotCT
    Spell 0
    Traits:
    Arcane
    Attack
    Cold
    Divine
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    For your combat check, banish to use Arcane or Divine + 2d4.
    When a local character encounters an Undead monster, banish to let them evade it.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Divine 5: 1d8 + 1 ⇒ (8) + 1 = 9

    Acquired Frozen Touch

    Adowyn was swept in a flurry of motion. Her companions were fighting kobolds and drakes in every direction, and they were constantly moving from location to location. Adowyn didn't mind though. Some of the best hunts were the most chaotic and hectic ones.

    Unfortunately, after all the fighting wore down, all Adowyn found was a scroll with the instructions for a spell on it. She didn't quite know what to do with it, so she rolled it back up and opened her satchel. Basilisk looked up at her with the bleary look in his eyes that he always had. He stretched his tail up, wrapped it around the scroll and pulled it into the bag. Basilisk wrapped his legs around it like a teddy bear and closed his eyes again.

    "I may need that later," Adowyn said, but Basilisk ignored her. Sighing, she closed her satchel and continued onward.

    "

    Adowyn wrote:

    Hand: Demonbane Light Crossbow +1, Enchanted Fang, Trapsmith Gloves, Frilled Lizard, Blessing of the Elements,

    Displayed: Leather Armor , Leryn,
    Deck: 7 Discard: 4 Buried: 0
    Current Location: Ruin
    Hero Points: 0
    NOTES:
    Available Support: I have a Blessing of the Elements
    Other: ""My name is Adowyn. As long as you don't interrupt my hunt, and don't touch my wolf, we'll get along fine.""

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Frozen Touch, Desna's Star, Call Animal, Bestial Rags
    Recharged: Porcupine, Atlatl, Longbow,
    Discard Pile: Blessing of the Gods, Blessing of Erastil, Bat, Blessing of Chaldira Zuzaristan,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Ranged: Dexterity+1
    Stealth: Dexterity+2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Divine: Wisdom+1
    Survival: Wisdom+3
    Charisma d4 ☐ +1 ☐ +2

    Favored Card: Ally
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Light Armors, Weapons
    POWERS:
    At the start of your turn, you may search your deck or discard for a cohort or a card with the Animal trait and put it into your hand, then recharge a card
    You may recharge a card to evade a summoned bane.

    "

    End of Turn Summary
    -Recharged Atlatl
    -Recharged Longbow
    -Drew Frilled Lizard into my hand
    -Acquired Card 1 of the Ruin


    Balazar Deck Handler STR d4 | DEX d6 | CON d6 | INT d8 (Knowledge +2)| WIS d6 | CHA d12 (Arcane +2)

    OFF-TURN ACTIONS:

    End of Razs turn

    Balazar attempts to recover all cards in his Recovery pile.
    Fire Snake: Arcane 8: 1d12 + 3 ⇒ (5) + 3 = 8 -> Fire Snake recharged.

    ========================
    Balazar starts his turn.
    Hour: The Owl
    Hour Power: Your Survival check is blessed.
    Location: Ruin
    Location Power:When a monster is undefeated, shuffle a new monster into the location.
    Scenario Powers:

  • You may only move when your location is closed, and you may only move to the next location on the scenario list. After the last location you're using is closed, move to the Ruin.
  • After a location is closed, a random character that moved from that location summons and encounters the danger.

    Start of turn, discard Magic Chain Shirt for Wounded

    The wound from the kobold continues to fester and with no way to deal with it, Padrig and I find a nice little corner to rest in.

    "

    Balazar wrote:

    Hand: Locate Object, Prophesize, Bestiary of Garund, Books (Chronicler), Giant Fly (1),

    Displayed: Padrig,
    Deck: 7 Discard: 7 Buried: 0
    Current Location: Ruin
    Hero Points: 0
    NOTES:
    Available Support: Giant Fly adds 1d4+1 to local combat, or reduces all damage by 2
    Other: Paizo reroll used for scenario FT-4?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Star Girl (Magical Child)
    Recharged: Good Omen, Augury, Enchanted Fang, Snakebite Dagger, Fire Snake, Staff of Minor Healing,
    Discard Pile: Blessing of Pharasma, Blessing of the Spellbound , Eloquence, Gem of Physical Prowess, Fred (Bound Imp), Blessing of the Spellbound (2), Magic Chain Shirt,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    - Knowledge: Intelligence +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Arcane: Charisma +2

    Favored Card: Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Arcane
    POWERS:
    After you play a spell that has the Attack trait, bury it.
    You may recharge a spell to draw a random monster from the box.
    When you defeat a monster and would banish it, you may add it to your hand instead.
    You may banish a monster from your hand to add 1d4 plus the monster's adventure deck number to a combat check by a character at your location (☑ or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number)

    "

    Drew my Staff of Minor Healing, so at the start of Damiels turn, I will recharge it to get rid of Wounded. Hand above reflects this.


  • During This Adventure: Fangwood Thieves

    During This Scenario: FT-1D: Snares, Scales, and Snarls

  • You may only move when your location is closed, and you may only move to the next location on the scenario list. After the last location you're using is closed, move to the Ruin.
  • After a location is closed, a random character that moved from that location summons and encounters the danger.

    STORY BANES:

  • Danger: Drake, Inferno Trap, Kobold Champion, Poison Dart Trap
  • Villain: Kobold Chieftain
  • Henchmen (Closing): Kobold Champion, Kobold Sorcerer, Kobold Hordes-Proxy A

    Drake:
    Drake
    Story Bane Monster 1

    Traits
    Dragon
    Veteran

    Check
    Combat
    10+##
    THEN
    Combat
    11+#

    Powers
    Roll 1d4. This monster gains the trait, is resistant to, and all damage is:
    1. Acid 2. Cold 3. Electricity 4. Fire
    Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.

    Inferno Trap:
    Inferno Trap
    Story Bane Barrier 1

    Traits
    Fire
    Trap
    Veteran

    Check
    Dexterity
    Acrobatics
    Perception
    8+#
    OR
    Craft
    Disable
    6+#

    Powers
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, each local character suffers 1d4 Fire damage.

    Kobold Champion:
    Kobold Champion
    Story Bane Monster 1

    Traits
    Kobold
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, succeed at an Intelligence, Craft, Disable, or Perception 4+# check or suffer 1d4 Poison damage.

    Poison Dart Trap:
    Poison Dart Trap
    Story Bane Barrier 1

    Traits
    Trap
    Poison

    Check
    Dexterity
    Acrobatics
    9
    OR
    Disable
    7

    Powers
    If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.

    Kobold Horde:
    Kobold Horde
    Story Bane Monster 1

    Traits
    Kobold
    Swarm

    Check
    Combat
    11
    OR
    Diplomacy
    8

    Powers
    If not defeated by at least 4, suffer 1 Ranged Combat damage, then shuffle this monster into its location.

    Additional Rules:

    Acquired Cards:

    Klar (Armor 0)
    Gem of Physical Prowess (Item 1)
    Frozen Touch (Spell 0)
    Snakebite Dagger (Weapon 1)

    Scenario Level (#): 1

    Turn: 15, Damiel/TheChu

    Random Cards:

    Monsters
    Spoiler:
    Boggard
    CotCT
    Monster 1
    Traits:
    Aquatic
    Boggard
    To Defeat:
    Combat 10
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.

    Spoiler:
    Termite Swarm
    Core
    Monster 1
    Traits:
    Swarm
    Vermin
    Trigger
    To Defeat:
    Combat 10
    OR Constitution
    Fortitude 6
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.

    Spoiler:
    Guard Dog
    CotCT
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 9
    OR Charisma
    Survival 6
    Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.

    Spoiler:
    Bloodbug
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.

    Spoiler:
    Hell Hound
    CotCT
    Monster 1
    Traits:
    Outsider
    To Defeat:
    Combat 10
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.

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

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

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

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

    Weapons
    Spoiler:
    Earthbreaker
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Bludgeoning
    Hammer
    Melee
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Glorious Warhammer
    Core
    Weapon 1
    Traits:
    Bludgeoning
    Hammer
    Magic
    Melee
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    Recharge to examine the top card of your location.

    Spoiler:
    Longspear
    Core
    Weapon 0
    Traits:
    2-Handed
    Melee
    Piercing
    Spear
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Dogslicer
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 7
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
    If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.

    Spoiler:
    Dagger
    Core
    Weapon 0
    Traits:
    Finesse
    Knife
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 3
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Spells
    Spoiler:
    Commune
    Core
    Spell 1
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Banish to draw a new blessing.
    DURING RECOVERY
    If proficient, you may bury this card.

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

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


    Spoiler:
    Mirror Image
    Core
    Spell 1
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    Display. While displayed:
    * When you suffer damage, roll 1d4.
    On any result other than 1, reduce the damage to 0.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.

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

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


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

    Armors
    Spoiler:
    Light Shield
    Core
    Armor 0
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 3
    When you suffer Combat damage, freely reveal to reduce it by 1.
    On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Leather Armor
    Core
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 3
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Magic Chain Mail
    CotCT
    Armor 1
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

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

    Spoiler:
    Magic Hide Armor
    CotCT
    Armor 1
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 7
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

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

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


    Spoiler:
    Spyglass
    Core
    Item 0
    Traits:
    Object
    To Acquire:
    Wisdom
    Perception 6
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.

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

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

    Spoiler:
    Spellbook
    CotCT
    Item 0
    Traits:
    Book
    Magic
    To Acquire:
    Intelligence
    Arcane 4
    On your Arcane non-combat check, reveal to add 1d4.
    Discard to heal an Arcane spell.

    Allies
    Spoiler:
    Leech
    CotCT
    Ally 1
    Traits:
    Healing
    Vermin
    To Acquire:
    Wisdom
    Knowledge
    Survival 6
    Recharge to heal a local character 1d4-1 cards.
    Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

    Spoiler:
    Tinker
    Core
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy
    Disable 6
    On a local check to acquire or Craft check, recharge to add 1d4.
    Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.

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

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

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

    Blessings
    Spoiler:
    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.

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

    Spoiler:
    The 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.

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

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

    Hour Power: On your check, you may discard a card to reroll 1 die showing 1 or 2.

    Current Hour:

    Cayden Cailean's Revelry:
    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.

    Hours Remaining: 15

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Raz/Kyachar:
    Spoiler:
    Hourglass Card 1 Raz/Kyachar
    The Desert
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you move during your move step, bury a card.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to move another character to your location.
    Discard to explore. This exploration, on all Constitution checks, add 1d4.
    Hourglass Card 2 Adowyn/KittyKandy:
    Spoiler:
    Hourglass Card 2 Adowyn/KittyKandy
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    Veteran
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 3 Balazar/Gimry:
    Spoiler:
    Hourglass Card 3 Balazar/Gimry
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Hourglass Card 4 Damiel/TheChu:
    Spoiler:
    Hourglass Card 4 Damiel/TheChu
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    Veteran
    When this is the hour: You may avenge by discarding a card.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 5 Raz/Kyachar:
    Spoiler:
    Hourglass Card 5 Raz/Kyachar
    The Tyrant
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
    To Acquire:
    Charisma
    Fortitude 4+#
    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
    Hourglass Card 6 Adowyn/KittyKandy:
    Spoiler:
    Hourglass Card 6 Adowyn/KittyKandy
    The Juggler
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, freely discard to reroll a die.
    Discard to explore.
    Hourglass Card 7 Balazar/Gimry:
    Spoiler:
    Hourglass Card 7 Balazar/Gimry
    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 8 Damiel/TheChu:
    Spoiler:
    Hourglass Card 8 Damiel/TheChu
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers.
    To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.
    Hourglass Card 9 Raz/Kyachar:
    Spoiler:
    Hourglass Card 9 Raz/Kyachar
    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 10 Adowyn/KittyKandy:
    Spoiler:
    Hourglass Card 10 Adowyn/KittyKandy
    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 11 Balazar/Gimry:
    Spoiler:
    Hourglass Card 11 Balazar/Gimry
    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 12 Damiel/TheChu:
    Spoiler:
    Hourglass Card 12 Damiel/TheChu
    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 13 Raz/Kyachar:
    Spoiler:
    Hourglass Card 13 Raz/Kyachar
    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 Adowyn/KittyKandy:
    Spoiler:
    Hourglass Card 14 Adowyn/KittyKandy
    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 15 Balazar/Gimry:
    Spoiler:
    Hourglass Card 15 Balazar/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.

    Location #1: Forest
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #2: Caves
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #3: Swamp
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: Ravine
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Ruin
    Urban
    At This Location: When a monster is undefeated, shuffle a new monster into the location.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Shuffle a new monster into another location.
    M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Balazar/Gimry, Damiel/TheChu, Raz/Kyachar, Adowyn/KittyKandy, None

    Ruin Card 1:
    Token of Remembrance
    Core
    Item 0
    Traits:
    Arcane
    Divine
    Magic
    Object
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    On your check to recharge a spell, recharge to add 1d8.
    Bury to reload a spell from your discards.
    Ruin Card 2:
    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    Veteran
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.
    Ruin Card 3:
    Kobold Chieftain
    FT
    Story Bane 1
    Type: Monster
    Traits:
    Kobold
    Veteran
    To Defeat:
    Combat 11+##
    Before acting, a random local character summons and encounters the story bane Drake. If it is not defeated, this monster is evaded.
    If undefeated, suffer the scourges Dazed and Wounded.
    Ruin Card 4:
    Cold Iron Greatsword
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Ruin Card 5:
    Pit Trap
    Core
    Barrier 0
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 6
    OR Wisdom
    Perception 8
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.
    Ruin Card 6:
    Chain Shirt
    Core
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 4
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    Ruin Card 7:
    Spider Swarm
    CotCT
    Monster 1
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 10
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    If undefeated, suffer the scourge Poisoned.
    Ruin Card 8:
    Door Spike
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Wisdom
    Disable
    Perception 8
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
    Ruin Card 9:
    Razor Snare
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Survival 6
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

    Location #6: 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: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1 (Giant Fly):
    Giant Fly
    Core
    Monster 1
    Traits:
    Vermin
    To Defeat:
    Combat 10
    If undefeated, bury a random card from your discards.
    After acting, shuffle this monster into a random other location.


  • Damiel's Deck Handler STR d4 | DEX d12 (Disable +1)| CON d6 | INT d10 (Craft +3)| WIS d6 (Perception +2) | CHA d4

    ========================
    Damiel starts his turn.
    Hour: Cayden Cailean's Revelry
    Hour Power:On your check, you may discard a card to reroll 1 die showing 1 or 2.
    Location: Ruin
    Location Power: When a monster is undefeated, shuffle a new monster into the location.
    Scenario Powers:You may only move when your location is closed, and you may only move to the next location on the scenario list. After the last location you're using is closed, move to the Ruin.
    After a location is closed, a random character that moved from that location summons and encounters the danger.

    Damiel ends his turn on his Move step to remove Exhausted

    After the gauntlet of encounters pushing him to the brink, Damiel takes a seat on a nearby rock, once again thinking to himself how he wasn't built for this type of strenuousness.

    Damiel wrote:

    Hand: Corrosive Dagger +1, Call Potion, Burglar's Buckler, Acid Flask (Core), Alchemist's Fire,

    Displayed:
    Deck: 7 Discard: 4 Buried: 0
    Current Location: Ruin
    Hero Points: 1
    Paizo Reroll 1 Die Used: No
    NOTES:
    Available Support: I have Call Potion and an Acid Flask (Core) for use.
    Movement: Movement is predetermined for this scenario.
    Other: ""Hello. I'm Damiel. Are you my next test subject? No? Ah, well, looks like I'll keep testing on myself, then...""

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Blessing of the Quartermaster, Corrosion, Blowgun, Potion of Healing, Noxious Bomb (Core), Good Omen (Core), Alchemist's Fire (2),
    Discard Pile: Blessing of the Elements, Hand Crossbow, Blessing of Erastil, Sling Staff,
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Weapon, Alchemical, Spell
    POWERS:
    - You may not play spells that have the Attack trait.
    - During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
    - You may discard a card that has the Alchemical trait (□ or any 2 cards) to add your Intelligence skill to your Dexterity combat check (☑ or your Strength, Dexterity, or Constitution non-combat check).
    - □ Society Initiate: You may assign this reward only to the first PACS character that you create. You get a hero point that may not be spent to gain a feat. While your character is Tier 1, when you complete a scenario, you may choose a bonus deck upgrade.
    At the end of a scenario, if your character is dead, you may cross off the box that precedes this reward; your character is no longer dead.

    End of Turn Summary:
    - Removes Exhausted


    Raz's Deck Handler STR d8 (Melee +2) / DEX d8 / CON d6 / INT d4 / WIS d6 (Divine +1) / CHA d10 (Diplomacy +2)

    Start of Turn:
    Hour: The Desert
    Hour Power: When you move during your move step, bury a card.
    Location: Ruin
    Location Power: When a monster is undefeated, shuffle a new monster into the location.
    "Scenario Powers: You may only move when your location is closed, and you may only move to the next location on the scenario list. After the last location you're using is closed, move to the Ruin.
    After a location is closed, a random character that moved from that location summons and encounters the danger.

    --------------------------------------------

    Raz explores the ruin

    Token of Remembrance:

    Core
    Item 0
    Traits:
    Arcane
    Divine
    Magic
    Object
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    On your check to recharge a spell, recharge to add 1d8.
    Bury to reload a spell from your discards.

    Raz uses her Diplomacy skill dice instead of Divine

    Divine/Diplomacy 5: 1d10 + 2 ⇒ (3) + 2 = 5

    Raz acquires the Token of Remembrance

    Raz discards riding horse to explore again

    Ogre:

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

    Raz recharges her chain mail to avoid the BYA combat damage

    Everyone must take 1 combat damage for the Ogre's BYA

    Combat 14 (12+1+1): 1d8 + 2 + 1 + 1d8 + 1d6 + 1d8 ⇒ (4) + 2 + 1 + (5) + (1) + (6) = 19

    Roll Details:

    -Melee: 1d8+2+1
    -Longspear:1d8
    -Discard Blessing of Shax: 1d6
    -Use Adowyn's Blessing of the Elements: 1d8

    Ask Adowyn for her Blessing of the Elements

    Raz defeats the Ogre

    Raz, seeing that it's just her and Adowyn pressing on through the ruin for now, continues forward with renewed vigor. She comes upon an odd token. Of course it's for spells Raz rolls her eyes. She can never seem to find any good armor or weapons lying around. Still, she keeps it, thinking it might help out her colleagues Damiel or Balazar who seemed to be pretty shaken up after that last ambush. Just as she is tying the token around her neck, she hears a grunt and looks up into the big stupid face of a giant ogre. Hopping back on her trusty mount Clifford, the two of them run him through with her longspear, albeit while praying for help against this horrible monster. Luckily, he falls and Raz continues carefully on through the ruin.

    "

    Raz wrote:

    Hand: Token of Remembrance, Klar, Retriever (Clifford), Longspear (Core),

    Displayed:
    Deck: 7 Discard: 7 Buried: 0
    Current Location: Ruin
    Hero Points: 0
    Paizo Reroll Used:Yes
    NOTES:
    Movement: N/A
    Other: ""Hi I'm Raz! Stop looking at me like that...Yes I'm riding a dog."" Points lance at you...

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Gorum, Eagle Knight Dress Uniform, Helm (Core), Camel, Riding Horse (Spirit), Lance
    Recharged: Chain Mail,
    Discard Pile: Portable Alter, Blessing of the Gods, Lance (2), Retriever, Shieldsplitter Lance, Riding Horse (2) (Rain), Blessing of Shax,
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 4 ☐ 5
    Proficiencies:
    Light Armors, Heavy Armors, Weapons
    POWERS:
    You may discard the top card of your deck to add 1d6 to your check. If that card has the Mount trait, you may recharge it instead.
    When you attempt a check to acquire a weapon or an armor or an item or an ally you may use your diplomacy skill instead of any listed skill.
    When a character at another location encounters a monster, you may bury a card that has the Mount trait to allow that character to evade the monster; you then move to that location and encounter it.
    O - Society Initiate: You may assign this reward only to the first PACS character that you create. You get a hero point that may not be spent to gain a feat. While your character is Tier 1, when you complete a scenario, you may choose a bonus deck upgrade. At the end of a scenario, if you character is dead, you may cross off the box that precedes this reward; your character is no longer dead.
    OOO - What resistance? When you encounter a monster that is resistant to a trait, check a box that precedes this reward to treat it as vulnerable to that trait instead. 0/3 Used

    "

    End of Turn Summary:
    -Discarded Blessing of Shax and Riding Horse 2, recharged Chain Mail
    -Acquired card 1 of the Ruin (Item 0 Token of remembrance)
    -Used Adowyn's Blessing of the Elements
    -Defeated card 2 of the Ruin
    -Everyone must take 1 combat damage due to Ogre's attack


    During This Adventure: Fangwood Thieves

    During This Scenario: FT-1D: Snares, Scales, and Snarls

  • You may only move when your location is closed, and you may only move to the next location on the scenario list. After the last location you're using is closed, move to the Ruin.
  • After a location is closed, a random character that moved from that location summons and encounters the danger.

    STORY BANES:

  • Danger: Drake, Inferno Trap, Kobold Champion, Poison Dart Trap
  • Villain: Kobold Chieftain
  • Henchmen (Closing): Kobold Champion, Kobold Sorcerer, Kobold Hordes-Proxy A

    Drake:
    Drake
    Story Bane Monster 1

    Traits
    Dragon
    Veteran

    Check
    Combat
    10+##
    THEN
    Combat
    11+#

    Powers
    Roll 1d4. This monster gains the trait, is resistant to, and all damage is:
    1. Acid 2. Cold 3. Electricity 4. Fire
    Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.

    Inferno Trap:
    Inferno Trap
    Story Bane Barrier 1

    Traits
    Fire
    Trap
    Veteran

    Check
    Dexterity
    Acrobatics
    Perception
    8+#
    OR
    Craft
    Disable
    6+#

    Powers
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, each local character suffers 1d4 Fire damage.

    Kobold Champion:
    Kobold Champion
    Story Bane Monster 1

    Traits
    Kobold
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, succeed at an Intelligence, Craft, Disable, or Perception 4+# check or suffer 1d4 Poison damage.

    Poison Dart Trap:
    Poison Dart Trap
    Story Bane Barrier 1

    Traits
    Trap
    Poison

    Check
    Dexterity
    Acrobatics
    9
    OR
    Disable
    7

    Powers
    If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.

    Kobold Horde:
    Kobold Horde
    Story Bane Monster 1

    Traits
    Kobold
    Swarm

    Check
    Combat
    11
    OR
    Diplomacy
    8

    Powers
    If not defeated by at least 4, suffer 1 Ranged Combat damage, then shuffle this monster into its location.

    Additional Rules:

    Acquired Cards:

    Klar (Armor 0)
    Token of Remembrance (Item 0)
    Gem of Physical Prowess (Item 1)
    Frozen Touch (Spell 0)
    Snakebite Dagger (Weapon 1)

    Scenario Level (#): 1

    Turn: 17, Adowyn/KittyKandy

    Random Cards:

    Monsters
    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:
    Rat Swarm
    Core
    Monster 0
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 9
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.

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

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

    Spoiler:
    Termite Swarm
    Core
    Monster 1
    Traits:
    Swarm
    Vermin
    Trigger
    To Defeat:
    Combat 10
    OR Constitution
    Fortitude 6
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.

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

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

    Weapons
    Spoiler:
    Giantbane Greataxe
    Core
    Weapon 1
    Traits:
    2-Handed
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Dogslicer
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 7
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
    If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.

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

    Spoiler:
    Sling
    Core
    Weapon 0
    Traits:
    Ranged
    Sling
    To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal to use Dexterity or Ranged + 1d4.
    On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Heavy Crossbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reload to use Dexterity or Ranged + 1d10.
    On a distant combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spells
    Spoiler:
    Toxic Cloud
    CotCT
    Spell 1
    Traits:
    Arcane
    Attack
    Magic
    Poison
    To Acquire:
    Intelligence
    Arcane 8
    Freely display. While displayed:
    * On combat checks to defeat monsters, add 1d6 and the Poison trait.
    * At the end of the turn, banish.

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


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

    Spoiler:
    Frost Ray
    CotCT
    Spell 1
    Traits:
    Arcane
    Attack
    Cold
    Magic
    To Acquire:
    Intelligence
    Arcane 7
    For your combat check, banish to use Arcane + 2d6; if you have a role card, you may add another 1d6.

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


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

    Spoiler:
    Aid
    Core
    Spell 0
    Traits:
    Divine
    Magic
    Veteran
    To Acquire:
    Wisdom
    Divine 6
    On any check, freely banish to add 1d4+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Armors
    Spoiler:
    Magic Chain Shirt
    Core
    Armor 1
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.

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

    Spoiler:
    Magic Chain Mail
    CotCT
    Armor 1
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Spoiler:
    Leather Armor
    Core
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 3
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    * When you suffer any damage, you may bury to reduce it to 0.

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

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

    Spoiler:
    Flame Staff
    Core
    Item 0
    Traits:
    Attack
    Fire
    Magic
    Staff
    To Acquire:
    Arcane
    Divine 4
    For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.

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

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


    Spoiler:
    Codex
    Core
    Item 0
    Traits:
    Book
    To Acquire:
    Intelligence
    Knowledge 5
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.

    Spoiler:
    Bastion Boots
    CotCT
    Item 1
    Traits:
    Clothing
    Magic
    To Acquire:
    Dexterity
    Acrobatics 5
    Recharge to move. You may not use this power during an encounter.
    When you encounter an Obstacle or Trap barrier, recharge to evade it.

    Allies
    Spoiler:
    Standard Bearer
    Core
    Ally 1
    Traits:
    Human
    Soldier
    To Acquire:
    Charisma
    Diplomacy
    Melee 6
    On a local Strength or Constitution check, recharge to add 1d4.
    Discard to explore. This exploration, on your checks against story banes, add 1d4.

    Spoiler:
    Troubadour
    Core
    Ally 0
    Traits:
    Bard
    Human
    To Acquire:
    Charisma
    Diplomacy 4
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.

    Spoiler:
    Tinker
    Core
    Ally 1
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy
    Disable 6
    On a local check to acquire or Craft check, recharge to add 1d4.
    Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.

    Spoiler:
    Snake
    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 5
    On a local combat check, recharge to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.

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

    Blessings
    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:
    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.

    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:
    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 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.

    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: 13

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Balazar/Gimry:
    Spoiler:
    Hourglass Card 1 Balazar/Gimry
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Hourglass Card 2 Damiel/TheChu:
    Spoiler:
    Hourglass Card 2 Damiel/TheChu
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    Veteran
    When this is the hour: You may avenge by discarding a card.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 3 Raz/Kyachar:
    Spoiler:
    Hourglass Card 3 Raz/Kyachar
    The Tyrant
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
    To Acquire:
    Charisma
    Fortitude 4+#
    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
    Hourglass Card 4 Adowyn/KittyKandy:
    Spoiler:
    Hourglass Card 4 Adowyn/KittyKandy
    The Juggler
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, freely discard to reroll a die.
    Discard to explore.
    Hourglass Card 5 Balazar/Gimry:
    Spoiler:
    Hourglass Card 5 Balazar/Gimry
    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 Damiel/TheChu:
    Spoiler:
    Hourglass Card 6 Damiel/TheChu
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers.
    To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.
    Hourglass Card 7 Raz/Kyachar:
    Spoiler:
    Hourglass Card 7 Raz/Kyachar
    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 8 Adowyn/KittyKandy:
    Spoiler:
    Hourglass Card 8 Adowyn/KittyKandy
    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 9 Balazar/Gimry:
    Spoiler:
    Hourglass Card 9 Balazar/Gimry
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 10 Damiel/TheChu:
    Spoiler:
    Hourglass Card 10 Damiel/TheChu
    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 11 Raz/Kyachar:
    Spoiler:
    Hourglass Card 11 Raz/Kyachar
    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 12 Adowyn/KittyKandy:
    Spoiler:
    Hourglass Card 12 Adowyn/KittyKandy
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 13 Balazar/Gimry:
    Spoiler:
    Hourglass Card 13 Balazar/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.

    Location #1: Forest
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #2: Caves
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #3: Swamp
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: Ravine
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Ruin
    Urban
    At This Location: When a monster is undefeated, shuffle a new monster into the location.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Shuffle a new monster into another location.
    M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Balazar/Gimry, Damiel/TheChu, Raz/Kyachar, Adowyn/KittyKandy, None

    Ruin Card 1:
    Kobold Chieftain
    FT
    Story Bane 1
    Type: Monster
    Traits:
    Kobold
    Veteran
    To Defeat:
    Combat 11+##
    Before acting, a random local character summons and encounters the story bane Drake. If it is not defeated, this monster is evaded.
    If undefeated, suffer the scourges Dazed and Wounded.
    Ruin Card 2:
    Cold Iron Greatsword
    CotCT
    Weapon 1
    Traits:
    2-Handed
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Ruin Card 3:
    Pit Trap
    Core
    Barrier 0
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 6
    OR Wisdom
    Perception 8
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.
    Ruin Card 4:
    Chain Shirt
    Core
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 4
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    Ruin Card 5:
    Spider Swarm
    CotCT
    Monster 1
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 10
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    If undefeated, suffer the scourge Poisoned.
    Ruin Card 6:
    Door Spike
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Wisdom
    Disable
    Perception 8
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
    Ruin Card 7:
    Razor Snare
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Survival 6
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

    Location #6: 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: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1 (Giant Fly):
    Giant Fly
    Core
    Monster 1
    Traits:
    Vermin
    To Defeat:
    Combat 10
    If undefeated, bury a random card from your discards.
    After acting, shuffle this monster into a random other location.


  • Damiel's Deck Handler STR d4 | DEX d12 (Disable +1)| CON d6 | INT d10 (Craft +3)| WIS d6 (Perception +2) | CHA d4

    Damiel hides from the Ogre's attack on the party behind his shield, thankful for the new equipment. In time, he might even be able to utilize the hidden mechanisms within to help with delicate work.


    Adowyn Deck Handler

    Adowyn recharges her leather armor for the ogre's combat damage.

    Start of Turn:
    Hour: Erastil's Eye
    Hour Power: If you are at a Wild location, you may discard a card to explore.
    Location: Ruin
    Location Power:When a monster is undefeated, shuffle a new monster into the location.
    Scenario Powers: You may only move when your location is closed, and you may only move to the next location on the scenario list. After the last location you're using is closed, move to the Ruin.
    After a location is closed, a random character that moved from that location summons and encounters the danger.

    Adowyn explores the Ruin

    Kobold Chieftan:

    FT
    Story Bane 1
    Type: Monster
    Traits:
    Kobold
    Veteran
    To Defeat:
    Combat 11+##
    Before acting, a random local character summons and encounters the story bane Drake. If it is not defeated, this monster is evaded.
    If undefeated, suffer the scourges Dazed and Wounded.

    Random Character: 1d4 ⇒ 2

    Damiel has to face the Drake.

    Drake BYA Check

    Dexterity 6: 1d12 + 2 ⇒ (11) + 2 = 13

    Adowyn quickly ducked from the ogre's thrown club, but it still slammed into her shoulder as it passed. Thankfully, her leather armor protected her. It may've looked flimsy and thin, but it had helped her out of some tough spots before. Adowyn continued further into the ruin, only to spot the Kobold Chieftan standing in a cicular clearing. There were tall, broken down pillars around the edge of the clearing. The kobold looked up as Adowyn approached and sneered. It pulled out some sort of horn and let out a long bellow. In only seconds, a drake descended from the sky, its eyes focused on the alchemist.

    Going to finish my turn after Damiel encounters the drake, because if the drake is undefeated, the Kobold Chieftan is evaded.

    Adowyn wrote:

    Hand: Demonbane Light Crossbow +1, Frozen Touch, Trapsmith Gloves, Frilled Lizard,

    Displayed: Leryn,
    Deck: 8 Discard: 5 Buried: 0
    Current Location: Ruin
    Hero Points: 0
    NOTES:
    Other: ""My name is Adowyn. As long as you don't interrupt my hunt, and don't touch my wolf, we'll get along fine.""

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Enchanted Fang, Call Animal, Bestial Rags, Desna's Star
    Recharged: Porcupine, Atlatl, Longbow, Leather Armor ,
    Discard Pile: Blessing of the Gods, Blessing of Erastil, Bat, Blessing of Chaldira Zuzaristan, Blessing of the Elements,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Ranged: Dexterity+1
    Stealth: Dexterity+2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Divine: Wisdom+1
    Survival: Wisdom+3
    Charisma d4 ☐ +1 ☐ +2

    Favored Card: Ally
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Light Armors, Weapons
    POWERS:
    At the start of your turn, you may search your deck or discard for a cohort or a card with the Animal trait and put it into your hand, then recharge a card
    You may recharge a card to evade a summoned bane.

    Mid-Turn Summary
    -Recharged Leather Armor
    -Damiel has to encounter the Drake


    Balazar Deck Handler STR d4 | DEX d6 | CON d6 | INT d8 (Knowledge +2)| WIS d6 | CHA d12 (Arcane +2)

    Dexterity 6(5+1): 1d6 + 1d4 ⇒ (3) + (4) = 7

    Roll Details:

    Dexterity - 1d6
    Bestiary of Garund - 1d4

    As the Chieftains pet drake comes flying down, Padrig and I deftly jump out of the way of its incoming breath attack.


    Raz's Deck Handler STR d8 (Melee +2) / DEX d8 / CON d6 / INT d4 / WIS d6 (Divine +1) / CHA d10 (Diplomacy +2)

    Dexterity 6: 1d8 + 1d6 ⇒ (6) + (3) = 9

    Roll Details:

    -Dex: 1d8
    -Raz's Power - Recharge Camel: 1d6

    Clifford barks as yet another, you guessed it, drake comes flying into the chamber. My trusty mount leaps out of the way just in time. "Thanks boy!" I scratch behind his ears in gratitude.


    Damiel's Deck Handler STR d4 | DEX d12 (Disable +1)| CON d6 | INT d10 (Craft +3)| WIS d6 (Perception +2) | CHA d4

    Dexterity 6 (5+1): 1d12 ⇒ 9

    Roll Details:

    Dexterity: 1d12

    Drake:
    Story Bane Monster 1

    Traits
    Dragon
    Veteran

    Check
    Combat
    10+##
    THEN
    Combat
    11+#

    Powers
    Roll 1d4. This monster gains the trait, is resistant to, and all damage is:
    1. Acid 2. Cold 3. Electricity 4. Fire
    Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.

    Roll for Drake Resistance: 1d4 ⇒ 1
    Drake is resistant to Acid

    Combat 12 (10+1+1): 1d10 + 1 + 3 + 2d6 - 4 ⇒ (7) + 1 + 3 + (6, 5) - 4 = 18

    Roll Details:

    Craft: 1d10+1+3
    Acid Flask (Combat): 2d6
    Miscellaneous: Acid Resistance: -4

    Combat 12 (11+1): 1d12 + 2d6 + 1d10 + 1 + 3 ⇒ (9) + (2, 5) + (9) + 1 + 3 = 29

    Roll Details:

    Dexterity: 1d12
    Alchemist's Fire (Discard another card: Burglar's Buckler): 2d6+1d10+1+3

    Recharge attempt at end of Adowyn's Turn
    Craft 9: 1d10 + 1 + 3 ⇒ (7) + 1 + 3 = 11

    Roll Details:

    Craft: 1d10+1+3

    Damiel sighs overly loudly, "More Drakes..."

    He dodges the drake's sweeping attack, and throws one of his bottles of acid at the flying monster. It takes longer than usual to dissolve through the creature's scales, but still manages to hurt it. Seeing this, Damiel lifts charges forward, tosses his vial of Alchemist's Fire in the air, and bats it at the drake using his shield. It's a risky maneuver and he has to drop the sizzling shield onto the ground, but it works. The drake falls from the sky, covered in fiery accelerant.

    Damiel wrote:

    Hand: Corrosive Dagger +1, Call Potion,

    Displayed:
    Deck: 10 Discard: 4 Buried: 0
    Current Location: Ruin
    Hero Points: 1
    Paizo Reroll 1 Die Used: No
    NOTES:
    Available Support: I have Call Potion for use.
    Movement: Movement is predetermined for this scenario.
    Other: ""Hello. I'm Damiel. Are you my next test subject? No? Ah, well, looks like I'll keep testing on myself, then...""

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Blessing of the Quartermaster, Corrosion, Blowgun, Potion of Healing, Noxious Bomb (Core), Good Omen (Core), Alchemist's Fire (2), Acid Flask (Core), Alchemist's Fire, Burglar's Buckler,
    Discard Pile: Blessing of the Elements, Hand Crossbow, Blessing of Erastil, Sling Staff,
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Weapon, Alchemical, Spell
    POWERS:
    - You may not play spells that have the Attack trait.
    - During recovery, you may recharge Alchemical boons instead of banishing them. On your check to recharge a non-Attack spell, you automatically succeed.
    - You may discard a card that has the Alchemical trait (□ or any 2 cards) to add your Intelligence skill to your Dexterity combat check (☑ or your Strength, Dexterity, or Constitution non-combat check).
    - □ Society Initiate: You may assign this reward only to the first PACS character that you create. You get a hero point that may not be spent to gain a feat. While your character is Tier 1, when you complete a scenario, you may choose a bonus deck upgrade.
    At the end of a scenario, if your character is dead, you may cross off the box that precedes this reward; your character is no longer dead.

    Adowyn's Turn Summary:
    - Recharged Acid Flask (Core) and Alchemist's Fire using Damiel's power
    - Will recharge Burglar's Buckler at the end of Adowyn's turn


    Adowyn Deck Handler

    Adowyn now fights the Chieftan

    Kobold Chieftan:

    FT
    Story Bane 1
    Type: Monster
    Traits:
    Kobold
    Veteran
    To Defeat:
    Combat 11+##
    Before acting, a random local character summons and encounters the story bane Drake. If it is not defeated, this monster is evaded.
    If undefeated, suffer the scourges Dazed and Wounded.

    Combat 13(11+##): 1d12 + 2d8 + 2d4 + 4 ⇒ (12) + (8, 6) + (4, 3) + 4 = 37

    Roll Details:

    -Demonbane Light Crossbow+1: 1d12+1d8+3
    -Leryn: 1d8+1
    -Frilled Lizard:2d4

    Damiel quickly dispatched the drake, leaving the Chieftan without his bodyguard. "Just you and me," Adowyn smiled. She pulled back her crossbow, nocking an arrow. Even Basilisk climbed out of Adowyn's satchel to curl around her wrist, probably thinking he was helping. The kobold was easy to defeat with Leryn by her side.

    "

    Adowyn wrote:

    Hand: Demonbane Light Crossbow +1, Atlatl, Frozen Touch, Enchanted Fang, Trapsmith Gloves,

    Displayed:
    Deck: 7 Discard: 6 Buried: 0
    Current Location: Ruin
    Hero Points: 0
    NOTES:
    Other: ""My name is Adowyn. As long as you don't interrupt my hunt, and don't touch my wolf, we'll get along fine.""

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Leather Armor , Longbow, Porcupine, Call Animal, Leryn, Desna's Star, Bestial Rags
    Recharged:
    Discard Pile: Blessing of the Gods, Blessing of Erastil, Bat, Blessing of Chaldira Zuzaristan, Blessing of the Elements, Frilled Lizard,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Ranged: Dexterity+1
    Stealth: Dexterity+2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Divine: Wisdom+1
    Survival: Wisdom+3
    Charisma d4 ☐ +1 ☐ +2

    Favored Card: Ally
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Light Armors, Weapons
    POWERS:
    At the start of your turn, you may search your deck or discard for a cohort or a card with the Animal trait and put it into your hand, then recharge a card
    You may recharge a card to evade a summoned bane.

    "

    End of Turn Summary
    -Shuffled Leryn into my deck
    -Discarded Frilled Lizard
    -Defeated Kobold Chieftan


    DEVELOPMENT:
    Having defeated the kobolds’ chieftain and her drake thrall and chased away the remnants of the tribe, you are able to turn up many of the items described as stolen by the residents of Oakheart, though some are a bit worse for wear. In addition, you find a small cache of magic items, hoarded by the chieftain for years and moved here dutifully by the kobolds when they settled the abandoned village. These items may serve the Pathfinder Society well, and should be cataloged at the Grand Lodge in Absalom... but the Society aren’t likely to notice if one or two of the less powerful items didn’t make it there, right? For now, you’ve earned some rest and a cup of tea back in the Ashfall Lodge. Venture-Captain Tolal will be happy to hear that you’ve handled the situation, and that the people of Nirmathas can continue to resettle relatively peacefully.

    SCENARIO REWARD:

  • Each character chooses weapon, armor, or item and gets a new level 1 boon of that type.
  • PACS characters get an addition deck upgrade.
  • Each character gets 1 hero point.

    ADVENTURE REWARD:
    Each character gets a hero point that cannot be spent on a feat. PACS players may assign this reward to any 1 of their characters.

    ACQUIRED CARDS:
    Klar (Armor 0)
    Token of Remembrance (Item 0)
    Gem of Physical Prowess (Item 1)
    Frozen Touch (Spell 0)
    Snakebite Dagger (Weapon 1)

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