[PACS] [PBP GAMEDAY] Cartmanbeck's Protean's Prank [LEVEL 5]

Game Master cartmanbeck


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Hour: Before acting against a story bane monster, draw 1 card then discard 1 card.

Draw Tonbrase.

Move to Caves.

Display Tonbarse at Caves.

Explore: Roc
Tonbarse attacks. Display Eloquence for +3, reveal Blackcloth Armor for +1, recharge Blessing of Zon-Kuthon to bless
Combat 19: 1d10 + 6 + 5 + 3 + 1 + 1d10 ⇒ (5) + 6 + 5 + 3 + 1 + (7) = 27 Defeated.

Discard Eloquence to Blessing of Nethys to examine top two: Thundering Earthbreaker and Cytillipede.
Encounter Thundering Earthbreaker. Banished.

Recharge Bound Shadow Demon to examine top card: Cytillipede. Bury Bound Shadow Demon to put Cytillipede on the bottom of the location.
Recharge Bound Shadow Demon Arcane 14: 1d10 + 6 + 3 ⇒ (4) + 6 + 3 = 13 Buried.

Discard Heister to explore: Trapped Chest. Evade it, bottom deck it, and explore again: Mad Prophet
Asking Seoni for Aid
Charisma 6+#+4=15: 1d10 + 4 + 1d4 + 5 ⇒ (9) + 4 + (1) + 5 = 19 Defeated.
Draw the hour: Achaekek's Claws

Recover Eloquence Arcae 8: 1d10 + 6 ⇒ (4) + 6 = 10 Recharged.

Draw up to 7.
Poisoned: 1d7 ⇒ 1: Recharge Symbol of Fortune.

Alase wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d6
CONSTITUTION d6
INTELLIGENCE d6
WISDOM d8
Perception +2
Survival +2
CHARISMA d10 +4
Arcane +2

Powers
God Caller
Hand Size 6 [X5] 7 ☐ 8
Proficient With Light Armors Arcane
After you play an Attack spell, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse’s location (☐ then, if it is a blessing, you may encounter it), then ([X1] you may) shuffle that deck, then draw Tonbarse.
When you play a blessing ([X2] or a spell or an ally) on a check by a character at Tonbarse’s location, you may recharge it ([X4] or shuffle it into your deck) instead of discarding it. (☐ You may add d8s instead of the normal dice added by the card.)
[X3] When you encounter a card and Tonbarse is displayed, you may display him at your location. (☐ If you do, add 1d4 to your combat checks during the encounter.)
☐ While you attempt a check to acquire (☐ or would banish) a card that has an adventure deck number at least 2 less than the scenario's adventure deck number, you may recharge a blessing to gain the skill Divine: Charisma +2.
☐ When a character at Tonbarse's location is dealt damage, that character may recharge any number of blessings to reduce all damage by 2 for each blessing recharged.

Favored Card Type: Spell or Blessing
Weapon 0 ☐ 1
Spell 5 [X2] 6 [X4] 7 [X5] 8
Armor 1 ☐ 2
Item 2 ☐ 3 ☐ 4
Ally 2 [X6] 3
Blessing 5 [X1] 6 [X3] 7
Cohort: Tonbarse

Hand: Blackcloth Armor, Staff of Minor Healing, Fortune-Teller, Achaekek’s Claws, Blessing of Abadar, Blessing of the Vaultmaster
Displayed: Faithful Hound, Poisoned, Tonbarse
Deck: 12 Discard: 2 Buried: 1
Hero Points: 2 Shirt Reroll Available (7-99C): No
Notes: Tonbarse at: Caves
Faithful Hound at Glade
For the rest of the adventure path, when a power on a Protean monster would cause you to reroll, you may ignore that effect.
Achaekek’s Claws:
Achaekek’s Claws
Blessing 4

Traits
Deity: Achaekek
Divine

Powers
WHEN THIS IS THE HOUR
Before acting against a story bane monster, draw 1 card then discard 1 card.

On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.

Blessing of Abadar:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of the Vaultmaster:
Blessing of the Vaultmaster
Blessing 4

Traits
Divine
Abadar

Checks
Dexterity
Disable
9
or
Divine
7

Powers
Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any check against a barrier.

Discard this card to explore your location. During this exploration, add 1 die to your checks against barriers.

After you play this card, if the top card of the blessings discard pile has the Abadar trait, recharge this card instead of discarding it.

Faithful Hound:
Faithful Hound
Spell 4

Traits
Magic
Arcane

Checks
Intelligence
Arcane
12

Powers
Display this card next to a location. While displayed, any character at that location may discard a card to add 2d4 to her combat check or to evade her encounter with a monster. When the location is closed, discard this card; if you do not have the Arcane skill, banish this card instead. Otherwise, you may succeed at an Arcane 14 check to recharge it instead of discarding it.

Tonbarse:
Tonbarse
Cohort B

Traits
Outsider
Eidolon
Arcane
Veteran
Owner: Alase

Powers
Display this card next to a location. While displayed, for your combat check at that location, you may use your Arcane skill plus the scenario's adventure deck number and add the Melee trait. When a character at that location encounters a bane, you may give a card to that character or that character may recharge a card.
While displayed, if you have the Summoner trait, you may draw this card at the start or end of your turn.

  • Caves 1, 2, 5 banished.
  • Caves 3 bottom decked, and then Caves 4 bottom decked.
  • Used Seoni's Aid.
  • Achaekek’s Claws acquired from the blessing discard pile.

  • Silver Crusade RPG Superstar 2014 Top 16

    During This Adventure: Regardless of the challenge mode, build Small locations.

    The harrow suit is Crowns.

    During This Scenario: Scenario C: Return to the Fangwood

    Replace your race trait (such as "Human" or "Halfling" with Kobold.

    Add "Or Charisma Diplomacy 8+#" to all checks to defeat Kobold banes.

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

    When you defeat the Kobold Sorcerer, add the new location Thicket and shuffle the closing henchman Kobold Chieftan - Proxy B1 into it. All Proxy A cards are now the closing henchman Planar Rift.

    When you defeat the Kobold Chieftan, read the additional story text, add the new location Ruin, and recharge the story bane Rippling-Sapphire-Crown.- Proxy V1 into it.

    To win, corner and defeat the villain Rippling-Sapphire-Crown.

    Additional Rules: Closing henchmen: Kobold Sorcerer, Kobold Champions - Proxy A
    Villains: None
    Dangers: Drake, Inferno Trap, Poison Dart Trap

    Kobold Sorcerer:

    Story Bane
    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.

    Kobold Champion:

    Story Bane
    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.

    Dangers:

    Drake:

    Story Bane
    Type: Monster
    Traits: Dragon Veteran
    To Defeat: Combat 10+## THEN Combat 11+#
    Roll 1d4. This monster gains the trait, is resistant to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.

    Inferno Trap:

    Story Bane
    Type: Barrier
    Traits: Fire Trap Veteran
    To Defeat: Dexterity Acrobatics Perception 8+# OR Craft Disable 6+#
    Before acting, each local character suffers 1 Fire damage. If undefeated, each local character suffers 1d4 Fire damage.

    Poison Dart Trap:

    Story Bane
    Type: Barrier
    Traits: Poison Trap
    To Defeat: Dexterity Acrobatics 9 OR Disable 7
    If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.

    Hazardous: When building the locations, add 6 barriers, distributed as evenly as possible.

    Scenario Level (#): 5

    Turn: 6, Arabundi/Gimry

    Random Cards:

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

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

    Spoiler:
    Mammoth
    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 18
    OR Survival 9
    Before acting, each local character suffers 1 Combat damage.

    Spoiler:
    Baykok
    CotCT
    Monster 5
    Traits:
    Trigger
    Undead
    To Defeat:
    Combat 21
    When examined, suffer 1d6 Force damage.
    Immune to Mental and Poison.
    Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage.
    If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed.

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

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

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

    Spoiler:
    Assassination Squad
    CotCT
    Barrier 3
    Traits:
    Skirmish
    Trigger
    To Defeat:
    None 0
    When examined, you may move to this location and encounter this barrier.
    When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated.

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

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

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

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

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

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

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

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


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

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 14 or Divine 16 check to recharge it instead.


    Spoiler:
    Magical Mansion
    CotCT
    Spell 3
    Traits:
    Arcane
    Magic
    Healing
    To Acquire:
    IntelligenceArcane 8
    Display next to a location. While displayed:
    * Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
    * At the start of your turn or when this location is closed, banish.

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


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

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


    Spoiler:
    Dragon's Breath
    CotCT
    Spell 3
    Traits:
    Arcane
    Magic
    Attack
    To Acquire:
    Intelligence
    Arcane 11
    For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.

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


    Armors
    Spoiler:
    Magic Spiked Full Plate
    CotCT
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

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

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

    Spoiler:
    Maiden's Helm
    CotCT
    Armor 3
    Traits:
    Gray Maiden
    Heavy Armor
    Helm
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 10
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer Combat damage, freely reveal to reduce it by 2.
    On your Diplomacy check, reveal to add 1d6.
    After playing this armor, you may not play a Helm boon this encounter.

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

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

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

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


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

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

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

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

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

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

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

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

    Blessings
    Spoiler:
    The Cricket
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When a character moves on their turn, each other local character may move with them.
    To Acquire:
    Dexterity
    Ranged 4+#
    On any check, discard to bless.
    On another character's Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.

    Spoiler:
    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.

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

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

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

    Hour Power: After your exploration, you may move to a random location.

    Current Hour:

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

    Hours Remaining: 24

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 1 Seoni/EmpTyger
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    Veteran
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Hourglass Card 2 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 2 Agna/Grimsnik
    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 Alase/MorkXII:
    Spoiler:
    Hourglass Card 3 Alase/MorkXII
    The Lost
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would recharge a Magic boon, discard it instead.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
    Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
    Hourglass Card 4 Arabundi/Gimry:
    Spoiler:
    Hourglass Card 4 Arabundi/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 5 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 5 Seoni/EmpTyger
    The Twin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, the first item or ally played is played freely.
    To Acquire:
    Charisma
    Stealth 4+#
    When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
    Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
    Hourglass Card 6 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 6 Agna/Grimsnik
    The Sickness
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you suffer damage, suffer the scourge Plagued.
    To Acquire:
    Constitution
    Fortitude 4+#
    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
    Hourglass Card 7 Alase/MorkXII:
    Spoiler:
    Hourglass Card 7 Alase/MorkXII
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    Veteran
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Hourglass Card 8 Arabundi/Gimry:
    Spoiler:
    Hourglass Card 8 Arabundi/Gimry
    The Desert
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you move during your move step, bury a card.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to move another character to your location.
    Discard to explore. This exploration, on all Constitution checks, add 1d4.
    Hourglass Card 9 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 9 Seoni/EmpTyger
    The Gold-fisted
    Core
    Blessing 3
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: When you acquire a boon, you may recharge a card.
    To Acquire:
    Craft
    Divine 8
    On a local check to acquire, reload to add 1d4.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.
    Hourglass Card 10 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 10 Agna/Grimsnik
    Blackfingers
    Core
    Blessing 3
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
    To Acquire:
    Craft
    Divine
    Stealth 8
    On any check, discard to bless.
    On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
    Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
    Hourglass Card 11 Alase/MorkXII:
    Spoiler:
    Hourglass Card 11 Alase/MorkXII
    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 12 Arabundi/Gimry:
    Spoiler:
    Hourglass Card 12 Arabundi/Gimry
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 13 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 13 Seoni/EmpTyger
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Hourglass Card 14 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 14 Agna/Grimsnik
    The Queen Mother
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Knowledge check is blessed.
    To Acquire:
    Wisdom
    Knowledge 4+#
    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
    Hourglass Card 15 Alase/MorkXII:
    Spoiler:
    Hourglass Card 15 Alase/MorkXII
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
    To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.
    Hourglass Card 16 Arabundi/Gimry:
    Spoiler:
    Hourglass Card 16 Arabundi/Gimry
    Gozreh's Growth
    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    Veteran
    When this is the hour: On your check against an Animal or Elemental card, add 1d4.
    To Acquire:
    Wisdom
    Divine
    Survival 4+#
    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
    Hourglass Card 17 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 17 Seoni/EmpTyger
    The Cyclone
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
    To Acquire:
    Strength
    Survival 4+#
    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
    Hourglass Card 18 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 18 Agna/Grimsnik
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    Veteran
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    Wisdom
    Divine
    Perception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Hourglass Card 19 Alase/MorkXII:
    Spoiler:
    Hourglass Card 19 Alase/MorkXII
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Hourglass Card 20 Arabundi/Gimry:
    Spoiler:
    Hourglass Card 20 Arabundi/Gimry
    The Midwife
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a monster.
    To Acquire:
    Wisdom
    Divine 4+#
    When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
    Hourglass Card 21 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 21 Seoni/EmpTyger
    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.
    Hourglass Card 22 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 22 Agna/Grimsnik
    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 23 Alase/MorkXII:
    Spoiler:
    Hourglass Card 23 Alase/MorkXII
    The Hidden Truth
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
    To Acquire:
    Intelligence
    Stealth 4+#
    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.
    Hourglass Card 24 Arabundi/Gimry:
    Spoiler:
    Hourglass Card 24 Arabundi/Gimry
    Grandmother Nightmare
    Core
    Blessing 3
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
    To Acquire:
    Intelligence
    Arcane
    Divine 8
    On any check, discard to bless.
    On a check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.

    Location #1: 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: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Alase/MorkXII, None

    Caves Card 1:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Caves Card 2:
    Wyvern Poison
    CotCT
    Item 5
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 12
    Display. While displayed:
    * On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
    Caves Card 3:
    Shoanti Barbarian Hide
    CotCT
    Armor 4
    Traits:
    Light Armor
    Respect
    To Acquire:
    ConstitutionFortitudeSurvival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
    Caves Card 4:
    Cytillipede
    CotCT
    Monster 4
    Traits:
    Vermin
    To Defeat:
    Combat 16
    Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
    If undefeated, a random local character summons and encounters this monster.
    Caves Card 5:
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.

    Location #3: Forest
    Wild
    At This Location: When you defeat a monster, you may discard a card to explore.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Forest Card 1:
    Acidic Bolas
    CotCT
    Weapon 3
    Traits:
    Acid
    Bludgeoning
    Chain
    Magic
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
    If proficient, discard to evade a monster you encounter.
    Forest Card 2:
    Henchman Proxy A4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Forest Card 3:
    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.
    Forest Card 4:
    Skeletal Minotaur
    CotCT
    Monster 5
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 23
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
    Forest Card 5:
    Obsession of Battle
    CotCT
    Barrier 5
    Traits:
    Curse
    Task
    To Defeat:
    Intelligence
    Perception 13
    OR Wisdom 11
    If undefeated, display this barrier.
    While displayed:
    * When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results.
    * When a power would remove 1 of your scourges, you may instead banish this barrier.
    Forest Card 6:
    Clairvoyance
    Core
    Spell 3
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    Banish to examine the top 3 cards of any location; return them in any order.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
    Forest Card 7:
    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.
    Forest Card 8:
    Sentinel Devil
    CotCT
    Monster 5
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 23
    Immune to Fire and Poison.
    If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded.

    Location #4: Glade
    Sacred
    Wild
    At This Location: When you would encounter a non-story bane monster or barrier, you may instead summon and encounter the danger. If you do, and do not defeat it, shuffle the original bane into its location; if you defeat it, banish the original bane.
    When Closing: Either recharge 3 boons or suffer the scourge Exhausted.
    When Permanently Closed: You may heal up to 2 cards.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Seoni/EmpTyger, 1 Trap, Poisoned, Faithful Hound
    Glade Card 1 (Kobold Sorcerer):
    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.
    Glade Card 2:
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    Veteran
    When this is the hour: When you heal, you may heal an additional card.
    To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Glade Card 3:
    Manananggal
    CotCT
    Monster 5
    Traits:
    Undead
    To Defeat:
    Combat 20
    THEN Combat 20
    Immune to Mental and Poison.
    Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
    If undefeated, suffer the scourge Drained.
    Glade Card 4:
    Accursed Priest
    Core
    Monster 1
    Traits:
    Cleric
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 8+##
    Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
    After acting, a local character buries a blessing.

    Location #6: River
    Aquatic
    Wild
    At This Location: On your check, you may discard a card to reroll a die.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a boon to another character at any location.
    M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Arabundi/Gimry, Agna/Grimsnik, None
    River 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.
    River Card 2:
    Giant Anaconda
    CotCT
    Monster 3
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    Vulnerable to Cold.
    If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.
    River Card 3:
    Drums of Panic
    CotCT
    Item 3
    Traits:
    Instrument
    Magic
    To Acquire:
    Constitution
    Charisma 10
    When a local character encounters a monster, display at your location.
    While displayed:
    * When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
    * At the start of your turn, discard this card; if proficient, recharge it instead.
    River Card 4:
    Foes On All Sides
    CotCT
    Barrier 2
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
    River Card 5:
    Summoning Trap
    Core
    Barrier 3
    Traits:
    Skirmish
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    If undefeated, reload a new monster into your location, then banish this barrier.
    River Card 6:
    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.


    Arabundi Deck Handler

    ========================
    Arabundi starts his turn.
    Hour: The Lucky Drunk
    Hour Power:After your exploration, you may move to a random location.
    Location: [i]River
    Location Power:On your check, you may discard a card to reroll a die.
    Scenario Powers:

  • Replace your race trait (such as ""Human"" or ""Halfling"" with Kobold.
  • Add ""Or Charisma Diplomacy 8+#"" to all checks to defeat Kobold banes.
  • When you defeat a barrier, you may mark your location; this marker is referred to as a ""trap."" While a character at a marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
  • When you defeat the Kobold Sorcerer, add the new location Thicket and shuffle the closing henchman Kobold Chieftan - Proxy B1 into it. All Proxy A cards are now the closing henchman Planar Rift.

    Kobold Champion:

    Story Bane
    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.

    Intelligence 9(4+5): 1d6 + 1d6 + 1d6 ⇒ (2) + (4) + (5) = 11

    Roll Details:

    Intelligence - 1d6
    Blessed (Alase Claws Freely Recharge) - 1d6
    Blessed (Erastil) - 1d6

    Have Alase Freely Recharge Achaekek’s Claws to bless
    Discard Erastil to bless

    Combat 20(10+5+5): 1d8 + 3 + 1d6 + 1 + 1d8 + 1 + 1d8 + 1d8 ⇒ (5) + 3 + (5) + 1 + (5) + 1 + (4) + (3) = 27

    Roll Details:

    Combat(Divine) - 1d8+3
    Venomous Hand Crossbow +1 - 1d6+1
    Venomous Hand Crossbow +1 (Offhand shot) - 1d8+1
    Double Blessed - 1d8+1d8

    Use Erastil to double Bless
    Recharge Deathbane for Crossbow power

    Constitution 10(5+5): 1d10 + 1d10 ⇒ (2) + (6) = 8

    Roll Details:

    Constitution - 1d10
    Blessed - 1d10

    Use Alase's Abadar

    Use Paizo reroll
    Constitution 10(5+5): 1d10 + 6 ⇒ (4) + 6 = 10

    Move to Forest on closing

    Use Chaplain to heal 1
    Arabundi is healed for 1: (Blessing of Erastil). Deck shuffled.

    End of turn examine - Acidic Bolas (Shuffle Location)

    As I continue lost in thought, I almost don't notice Agna come down for a stroll. I've always appreciated her respect for nature. Maybe once this .... whatever this "IS" .. is done we could sit down for a pint.

    As I head over to Agna, something catches my eye. Kobold Tracks!

    At that moment the champion rushes from the underbrush swords ablazing. With a shot from both my crossbows the kobold falls before he even had a chance. Obviously the River isn't safe, so I'll head off into the Forest.

    "

    Arabundi wrote:

    Hand: Venomous Hand Crossbow +1, Returning Throwing Axe +1 (2), Returning Throwing Axe +1, Whip of Centipedes, Cure, Staff of Minor Healing,

    Displayed: Sable Company Leathers,
    Deck: 13 Discard: 3 Buried: 0
    Current Location: River
    Hero Points: 3
    NOTES:
    Available Support:
  • I can recharge a card to add 1d4 to distant combat checks.

    Other: Paizo reroll used for scenario PP-1B: Y

  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Archers Bracers, Blessing of Tsukiyo, Venemous Bolt, Mountaineer, Blessing of Erastil, Dragoon, Masterwork Tools, Legionnaire Chaplain, Wolfhide Armor, Deathbane Light Crossbow +1, Blessing of Shizuru, Celestial Crossbow +3, Blessing of Abadar
    Recharged:
    Discard Pile: Blessing of Angradd, Divine Blaze, Blessing of Erastil (2),
    Buried Pile:

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).
    ☑ At the end of your turn, you may examine the top card of your location. If it is not a spell, you may shuffle it into the location.
    When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location. (Bloodstone Manor Reward)
    For the rest of the adventure path, when a power on a Protean monster would cause you to reroll, you may discard a card to ignore that effect.

    "

    End of Turn Summary
    Closed the River
    Used Alase's Claws and Abadar
    Move to Forest
    Examined Card 1 of Forest and shuffled location

  • Silver Crusade RPG Superstar 2014 Top 16

    During This Adventure: Regardless of the challenge mode, build Small locations.

    The harrow suit is Crowns.

    During This Scenario: Scenario C: Return to the Fangwood

    Replace your race trait (such as "Human" or "Halfling" with Kobold.

    Add "Or Charisma Diplomacy 8+#" to all checks to defeat Kobold banes.

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

    When you defeat the Kobold Sorcerer, add the new location Thicket and shuffle the closing henchman Kobold Chieftan - Proxy B1 into it. All Proxy A cards are now the closing henchman Planar Rift.

    When you defeat the Kobold Chieftan, read the additional story text, add the new location Ruin, and recharge the story bane Rippling-Sapphire-Crown.- Proxy V1 into it.

    To win, corner and defeat the villain Rippling-Sapphire-Crown.

    Additional Rules: Closing henchmen: Kobold Sorcerer, Kobold Champions - Proxy A
    Villains: None
    Dangers: Drake, Inferno Trap, Poison Dart Trap

    Kobold Sorcerer:

    Story Bane
    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.

    Kobold Champion:

    Story Bane
    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.

    Dangers:

    Drake:

    Story Bane
    Type: Monster
    Traits: Dragon Veteran
    To Defeat: Combat 10+## THEN Combat 11+#
    Roll 1d4. This monster gains the trait, is resistant to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.

    Inferno Trap:

    Story Bane
    Type: Barrier
    Traits: Fire Trap Veteran
    To Defeat: Dexterity Acrobatics Perception 8+# OR Craft Disable 6+#
    Before acting, each local character suffers 1 Fire damage. If undefeated, each local character suffers 1d4 Fire damage.

    Poison Dart Trap:

    Story Bane
    Type: Barrier
    Traits: Poison Trap
    To Defeat: Dexterity Acrobatics 9 OR Disable 7
    If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.

    Hazardous: When building the locations, add 6 barriers, distributed as evenly as possible.

    Scenario Level (#): 5

    Turn: 7, Seoni/EmpTyger

    Random Cards:

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

    Spoiler:
    Mammoth
    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 18
    OR Survival 9
    Before acting, each local character suffers 1 Combat damage.

    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.

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

    Spoiler:
    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.

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

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

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

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

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

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

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

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

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

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

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


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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    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.

    Spoiler:
    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.

    Spoiler:
    The Foreign Trader
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.

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

    Hour Power: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.

    Current Hour:

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

    Hours Remaining: 23

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 1 Agna/Grimsnik
    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 2 Alase/MorkXII:
    Spoiler:
    Hourglass Card 2 Alase/MorkXII
    The Lost
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would recharge a Magic boon, discard it instead.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
    Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
    Hourglass Card 3 Arabundi/Gimry:
    Spoiler:
    Hourglass Card 3 Arabundi/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 4 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 4 Seoni/EmpTyger
    The Twin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, the first item or ally played is played freely.
    To Acquire:
    Charisma
    Stealth 4+#
    When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
    Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
    Hourglass Card 5 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 5 Agna/Grimsnik
    The Sickness
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you suffer damage, suffer the scourge Plagued.
    To Acquire:
    Constitution
    Fortitude 4+#
    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
    Hourglass Card 6 Alase/MorkXII:
    Spoiler:
    Hourglass Card 6 Alase/MorkXII
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    Veteran
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Hourglass Card 7 Arabundi/Gimry:
    Spoiler:
    Hourglass Card 7 Arabundi/Gimry
    The Desert
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you move during your move step, bury a card.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to move another character to your location.
    Discard to explore. This exploration, on all Constitution checks, add 1d4.
    Hourglass Card 8 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 8 Seoni/EmpTyger
    The Gold-fisted
    Core
    Blessing 3
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: When you acquire a boon, you may recharge a card.
    To Acquire:
    Craft
    Divine 8
    On a local check to acquire, reload to add 1d4.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.
    Hourglass Card 9 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 9 Agna/Grimsnik
    Blackfingers
    Core
    Blessing 3
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
    To Acquire:
    Craft
    Divine
    Stealth 8
    On any check, discard to bless.
    On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
    Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
    Hourglass Card 10 Alase/MorkXII:
    Spoiler:
    Hourglass Card 10 Alase/MorkXII
    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 11 Arabundi/Gimry:
    Spoiler:
    Hourglass Card 11 Arabundi/Gimry
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 12 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 12 Seoni/EmpTyger
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Hourglass Card 13 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 13 Agna/Grimsnik
    The Queen Mother
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Knowledge check is blessed.
    To Acquire:
    Wisdom
    Knowledge 4+#
    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
    Hourglass Card 14 Alase/MorkXII:
    Spoiler:
    Hourglass Card 14 Alase/MorkXII
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
    To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.
    Hourglass Card 15 Arabundi/Gimry:
    Spoiler:
    Hourglass Card 15 Arabundi/Gimry
    Gozreh's Growth
    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    Veteran
    When this is the hour: On your check against an Animal or Elemental card, add 1d4.
    To Acquire:
    Wisdom
    Divine
    Survival 4+#
    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
    Hourglass Card 16 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 16 Seoni/EmpTyger
    The Cyclone
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
    To Acquire:
    Strength
    Survival 4+#
    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
    Hourglass Card 17 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 17 Agna/Grimsnik
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    Veteran
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    Wisdom
    Divine
    Perception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Hourglass Card 18 Alase/MorkXII:
    Spoiler:
    Hourglass Card 18 Alase/MorkXII
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Hourglass Card 19 Arabundi/Gimry:
    Spoiler:
    Hourglass Card 19 Arabundi/Gimry
    The Midwife
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a monster.
    To Acquire:
    Wisdom
    Divine 4+#
    When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
    Hourglass Card 20 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 20 Seoni/EmpTyger
    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.
    Hourglass Card 21 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 21 Agna/Grimsnik
    The Owl
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Survival check is blessed.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
    Hourglass Card 22 Alase/MorkXII:
    Spoiler:
    Hourglass Card 22 Alase/MorkXII
    The Hidden Truth
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
    To Acquire:
    Intelligence
    Stealth 4+#
    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.
    Hourglass Card 23 Arabundi/Gimry:
    Spoiler:
    Hourglass Card 23 Arabundi/Gimry
    Grandmother Nightmare
    Core
    Blessing 3
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
    To Acquire:
    Intelligence
    Arcane
    Divine 8
    On any check, discard to bless.
    On a check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.

    Location #1: 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: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Alase/MorkXII, None

    Caves Card 1:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Caves Card 2:
    Wyvern Poison
    CotCT
    Item 5
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 12
    Display. While displayed:
    * On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
    Caves Card 3:
    Shoanti Barbarian Hide
    CotCT
    Armor 4
    Traits:
    Light Armor
    Respect
    To Acquire:
    ConstitutionFortitudeSurvival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
    Caves Card 4:
    Cytillipede
    CotCT
    Monster 4
    Traits:
    Vermin
    To Defeat:
    Combat 16
    Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
    If undefeated, a random local character summons and encounters this monster.
    Caves Card 5:
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.

    Location #3: Forest
    Wild
    At This Location: When you defeat a monster, you may discard a card to explore.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Arabundi/Gimry, Agna/Grimsnik, None
    Forest Card 1:
    Obsession of Battle
    CotCT
    Barrier 5
    Traits:
    Curse
    Task
    To Defeat:
    Intelligence
    Perception 13
    OR Wisdom 11
    If undefeated, display this barrier.
    While displayed:
    * When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results.
    * When a power would remove 1 of your scourges, you may instead banish this barrier.
    Forest Card 2:
    Henchman Proxy A4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Forest Card 3:
    Skeletal Minotaur
    CotCT
    Monster 5
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 23
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
    Forest Card 4:
    Sentinel Devil
    CotCT
    Monster 5
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 23
    Immune to Fire and Poison.
    If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded.
    Forest Card 5:
    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.
    Forest Card 6:
    Acidic Bolas
    CotCT
    Weapon 3
    Traits:
    Acid
    Bludgeoning
    Chain
    Magic
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
    If proficient, discard to evade a monster you encounter.
    Forest Card 7:
    Clairvoyance
    Core
    Spell 3
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    Banish to examine the top 3 cards of any location; return them in any order.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
    Forest Card 8:
    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.

    Location #4: Glade
    Sacred
    Wild
    At This Location: When you would encounter a non-story bane monster or barrier, you may instead summon and encounter the danger. If you do, and do not defeat it, shuffle the original bane into its location; if you defeat it, banish the original bane.
    When Closing: Either recharge 3 boons or suffer the scourge Exhausted.
    When Permanently Closed: You may heal up to 2 cards.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Seoni/EmpTyger, 1 Trap, Poisoned, Faithful Hound
    Glade Card 1 (Kobold Sorcerer):
    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.
    Glade Card 2:
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    Veteran
    When this is the hour: When you heal, you may heal an additional card.
    To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Glade Card 3:
    Manananggal
    CotCT
    Monster 5
    Traits:
    Undead
    To Defeat:
    Combat 20
    THEN Combat 20
    Immune to Mental and Poison.
    Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
    If undefeated, suffer the scourge Drained.
    Glade Card 4:
    Accursed Priest
    Core
    Monster 1
    Traits:
    Cleric
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 8+##
    Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
    After acting, a local character buries a blessing.


    Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    (Correction: Seoni should have gotten Poisoned at the end of last her turn)
    Poisoned: Recharging Bound Elemental

    Seoni didn't realize she was reacting to the glade air until well into a coughing fit.

    Hourglass: Urgathoa's Gluttony o'clock: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    Moving to Forest
    Exploring Forest 1: Obsession of Battle

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

    Mastery
    Perception 13: 1d6 + 3 + 4 ⇒ (1) + 3 + 4 = 8
    Obsession of Battle is displayed
    Arabundi recharges Staff of Minor Healing to remove Poisoned, but instead banish Obsession of Battle

    The other kobold sorcerer would have to wait. Seoni sought out fresher air deeper in the forest. But her coughing made her an easy target for kobold ranger. Seoni spotted the crossbow being cocked, and instinctively she prepared for battle, readying a fiery retort. But fortunately the other kobold recognized the situation. "Seoni, is that you?" A minor cure spell brought Seoni back to her senses and she identified her companion. "Arabundi?"

    Ending turn. Resetting hand
    Poisoned: Headband of Alluring Charisma is recharged
    (At the start of Seoni's turn)
    Recharging Surgeon to remove Poisoned

    The surgeon gave Seoni a draught to treat her cough.

    Seoni wrote:

    Hand: Surgeon, Blessing of Achaekek (discard to bless/doublebless if to defeat story bane), Marionette, Pyrotechnic Blast, Fire Snake, Headband of Alluring Charisma, Sphere of Fire,

    Displayed: Poisoned,
    Deck: 14 12 Discard: 3 Buried: 0
    Notes: Okay to heal Seoni.
    Ask before using: Blessing of Achaekek
    Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 5

    Skills and Powers:

    Skills:
    Strength d6 [] +1
    Dexterity d4 [] +1 [] +2
    Constitution d6 [] +1 [] +2
    Intelligence d8 [] +1 [] +2 [] +3 [] +4
    -- Knowledge: Intelligence +2
    Wisdom d6 [X] +1 [] +2
    -- Perception: Wisdom +2
    Charisma d12 [X] +1 [X] +2 [X] +3 [] +4
    -- Arcane: Charisma +2

    Powers:
    Favored Card: Spell
    Proficiencies: Arcane
    Mastered traits: [X] Fire [] Acid [] Cold [] Electricity
    Hand Size 6 [X] 7 [] 8
    [X] You may add 1 mastered trait to your check.
    Before your combat check, you may discard a card to draw a card that has the Arcane ([] or Magic) or mastered trait from your discard pile.
    You may automatically succeed at your check to recharge a spell ([] or an item) that has the Attack trait or mastered trait.
    When you acquire a card that has a mastered trait or an ally ([X] or a spell), you may draw a card.
    [X] Add 4 to your check that has a mastered trait.
    Reduce damage of a mastered type dealt to you by 2 ([] 4).
    At the start of each scenario, after drawing starting hands, you may discard a new Harrow blessing.

    Hero points: 5

    Summary:
    Forest 1 is banished.
    Arabundi recharges Staff of Minor Healing.
    Seoni is at Forest.


    Discard two blessings.
    Recharge Staff of Minor Healing to remove Poisoned.

    Alase wrote:

    Skills and Powers:
    Skills

    STRENGTH d6
    DEXTERITY d6
    CONSTITUTION d6
    INTELLIGENCE d6
    WISDOM d8
    Perception +2
    Survival +2
    CHARISMA d10 +4
    Arcane +2

    Powers
    God Caller
    Hand Size 6 [X5] 7 ☐ 8
    Proficient With Light Armors Arcane
    After you play an Attack spell, bury it.
    At the start or end of your turn, you may examine the top card of the cohort Tonbarse’s location (☐ then, if it is a blessing, you may encounter it), then ([X1] you may) shuffle that deck, then draw Tonbarse.
    When you play a blessing ([X2] or a spell or an ally) on a check by a character at Tonbarse’s location, you may recharge it ([X4] or shuffle it into your deck) instead of discarding it. (☐ You may add d8s instead of the normal dice added by the card.)
    [X3] When you encounter a card and Tonbarse is displayed, you may display him at your location. (☐ If you do, add 1d4 to your combat checks during the encounter.)
    ☐ While you attempt a check to acquire (☐ or would banish) a card that has an adventure deck number at least 2 less than the scenario's adventure deck number, you may recharge a blessing to gain the skill Divine: Charisma +2.
    ☐ When a character at Tonbarse's location is dealt damage, that character may recharge any number of blessings to reduce all damage by 2 for each blessing recharged.

    Favored Card Type: Spell or Blessing
    Weapon 0 ☐ 1
    Spell 5 [X2] 6 [X4] 7 [X5] 8
    Armor 1 ☐ 2
    Item 2 ☐ 3 ☐ 4
    Ally 2 [X6] 3
    Blessing 5 [X1] 6 [X3] 7
    Cohort: Tonbarse

    Hand: Blackcloth Armor, Fortune-Teller, Blessing of the Vaultmaster
    Displayed: Faithful Hound, Tonbarse
    Deck: 13 Discard: 4 Buried: 1
    Hero Points: 2 Shirt Reroll Available (7-99C): No
    Notes: Tonbarse at: Caves
    Faithful Hound at Glade
    For the rest of the adventure path, when a power on a Protean monster would cause you to reroll, you may ignore that effect.
    Blessing of the Vaultmaster:
    Blessing of the Vaultmaster
    Blessing 4

    Traits
    Divine
    Abadar

    Checks
    Dexterity
    Disable
    9
    or
    Divine
    7

    Powers
    Discard this card to add 1 die to any check.

    Discard this card to add 2 dice to any check against a barrier.

    Discard this card to explore your location. During this exploration, add 1 die to your checks against barriers.

    After you play this card, if the top card of the blessings discard pile has the Abadar trait, recharge this card instead of discarding it.

    Faithful Hound:
    Faithful Hound
    Spell 4

    Traits
    Magic
    Arcane

    Checks
    Intelligence
    Arcane
    12

    Powers
    Display this card next to a location. While displayed, any character at that location may discard a card to add 2d4 to her combat check or to evade her encounter with a monster. When the location is closed, discard this card; if you do not have the Arcane skill, banish this card instead. Otherwise, you may succeed at an Arcane 14 check to recharge it instead of discarding it.

    Tonbarse:
    Tonbarse
    Cohort B

    Traits
    Outsider
    Eidolon
    Arcane
    Veteran
    Owner: Alase

    Powers
    Display this card next to a location. While displayed, for your combat check at that location, you may use your Arcane skill plus the scenario's adventure deck number and add the Melee trait. When a character at that location encounters a bane, you may give a card to that character or that character may recharge a card.
    While displayed, if you have the Summoner trait, you may draw this card at the start or end of your turn.


    Deck Handler

    Drawing Raccoon from when Farm closed

    Hour: Cayden Cailean's Revelry

    Explore: Forest Card 2: Henchman Proxy A4

    Kobold Champion:

    Story Bane
    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 Perception 4+5: 1d8 + 5 + 1d4 + 2 ⇒ (7) + 5 + (4) + 2 = 18 Reveal Firepelt Cougar
    Combat 10+5+5: 1d10 + 6 + 1d8 + 1d4 + 1d4 + 2 + 2 ⇒ (4) + 6 + (6) + (3) + (1) + 2 + 2 = 24 Reveal Frost Longspear, Firepelt Cougar and Belt of Physical Might

    Which Hazard: 1d3 ⇒ 2

    Inferno Trap:

    Story Bane
    Type: Barrier
    Traits: Fire Trap Veteran
    To Defeat: Dexterity Acrobatics Perception 8+# OR Craft Disable 6+#
    Before acting, each local character suffers 1 Fire damage. If undefeated, each local character suffers 1d4 Fire damage.

    Discard Frost Longspear for damage. Seoni reduces fire damage to 0. Arabundi reveals a spell to reduce fire damage to 0.

    Perception 8+5: 1d8 + 5 + 1d4 + 2 ⇒ (7) + 5 + (2) + 2 = 16 Reveal Firepelt Cougar. Move to Caves

    Agna wrote:

    Hand: Fury's Trident, Monkey, Belt of Physical Might, Firepelt Cougar, Hippogriff, Blessing of Achaekek, Raccoon,

    Displayed:
    Deck: 14 Discard: 1 Buried: 0
    Hero Points: 7
    "NOTES:
    Available Support: Blessings are available for use.
    Movement: Move to Caves if location is closed
    Other: Re-roll: Available. Playmat: Available"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ruan Mirukova, Droogami (core), Blessing of Gorum, Dread Helm, Blessing of Cayden Cailean, Wayfinder (core), Sawtooth Saber, Verminbane Warhammer, Lyrune-quah Moon Maiden, Shoanti Barbarian Hide, Shock Greatsword +2, Banudor, Blessing of Nethys
    Recharged: Lizard,
    Discard Pile: Frost Longspear,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Melee (Str +2)
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☑ +1 ☐ +2
    Intelligence d4 ☐ +1 ☐ +2
    Wisdom d8 ☑ +1 ☑ +2
    Perception (Wisdom +3)
    Survival (Wisdom +3)
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    Role: Beastmaster
    When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
    You may recharge a card that has the Offhand trait to add 1d6 (☐+1)([]+2) and that card's traits to your combat check.
    ☐ Add 2 (☐ 4) to your check to acquire a boon that has the Animal trait.
    [X] You may reveal an ally that has the Animal trait to add 1d4 ([x]+1) ([x]+2) to your check.
    At the end of your turn, you may examine the top ([x ]or bottom) card of your location deck
    ☐ When you play a blessing that adds to your Wisdom check, you may add a d12 instead of the normal die.

    Forest closed
    Moved to Caves
    Ally 1 taken


    Hour: When you would recharge a Magic boon, discard it instead.

    Examine top card of location: Henchman Proxy A1 and draw Tonbarse.

    Display Tonbarse.

    Reveal Fortune-Teller and name bane. Examine: Henchman Proxy A1. Encounter it.
    BA Perception 4+#=9: 1d8 + 2 ⇒ (5) + 2 = 7
    Poison damage: 1d4 ⇒ 3. Bury Blackcloth Armor to reduce to 0.
    Tonbarse attacks. Asking Agna to discard Blessing of Ackaekek to double bless
    Combat 10+##=20: 1d10 + 6 + 5 + 2d10 ⇒ (3) + 6 + 5 + (4, 8) = 26 Defeated.

    Close:
    Danger: 1d3 ⇒ 3: Poison Dart Trap
    Recharge Blessing of the Vaultmaster to double bless Asking Agna to recharge Raccoon for +d8
    Dexterity 9: 1d6 + 2d6 + 1d8 ⇒ (4) + (2, 5) + (7) = 18 Defeated. closed.
    Everyone moves to Glades.

    Explore Glades: Kobold Sorcerer.
    Use Tonbarse power to recharge Fortune-Teller.
    No cards in hand for BA damage
    Tonbrase attacks. 1 Trap token discarded for +d6+1. Asking Seoni for Blessing of Ackaekek to double bless.
    Combat 10+##=20: 1d10 + 6 + 5 + 1d6 + 1 + 2d10 ⇒ (3) + 6 + 5 + (6) + 1 + (5, 8) = 34 Forced Reroll.
    Combat 10+##=20: 1d10 + 6 + 5 + 1d6 + 1 + 2d10 ⇒ (6) + 6 + 5 + (6) + 1 + (4, 5) = 33 Still defeated.

    Close: Suffer Exhausted.
    Everyone moves to new location Thicket.

    Discard Faithful Hound.
    Draw up to 7.

    Alase wrote:

    Skills and Powers:
    Skills

    STRENGTH d6
    DEXTERITY d6
    CONSTITUTION d6
    INTELLIGENCE d6
    WISDOM d8
    Perception +2
    Survival +2
    CHARISMA d10 +4
    Arcane +2

    Powers
    God Caller
    Hand Size 6 [X5] 7 ☐ 8
    Proficient With Light Armors Arcane
    After you play an Attack spell, bury it.
    At the start or end of your turn, you may examine the top card of the cohort Tonbarse’s location (☐ then, if it is a blessing, you may encounter it), then ([X1] you may) shuffle that deck, then draw Tonbarse.
    When you play a blessing ([X2] or a spell or an ally) on a check by a character at Tonbarse’s location, you may recharge it ([X4] or shuffle it into your deck) instead of discarding it. (☐ You may add d8s instead of the normal dice added by the card.)
    [X3] When you encounter a card and Tonbarse is displayed, you may display him at your location. (☐ If you do, add 1d4 to your combat checks during the encounter.)
    ☐ While you attempt a check to acquire (☐ or would banish) a card that has an adventure deck number at least 2 less than the scenario's adventure deck number, you may recharge a blessing to gain the skill Divine: Charisma +2.
    ☐ When a character at Tonbarse's location is dealt damage, that character may recharge any number of blessings to reduce all damage by 2 for each blessing recharged.

    Favored Card Type: Spell or Blessing
    Weapon 0 ☐ 1
    Spell 5 [X2] 6 [X4] 7 [X5] 8
    Armor 1 ☐ 2
    Item 2 ☐ 3 ☐ 4
    Ally 2 [X6] 3
    Blessing 5 [X1] 6 [X3] 7
    Cohort: Tonbarse

    Hand: Augury, Create Spiked Pit, Haste, Object Reading, Wand of Treasure Finding, Blessing of Maat, Blessing of Pharasma
    Displayed: Exhausted, Tonbarse
    Deck: 8 Discard: 5 Buried: 2
    Hero Points: 1 Shirt Reroll Available (7-99C): No
    Notes: Tonbarse at: Thicket
    For the rest of the adventure path, when a power on a Protean monster would cause you to reroll, you may ignore that effect.
    Augury:
    Augury
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Powers
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Haste:
    Haste
    Spell 2

    Traits
    Magic
    Arcane

    Powers
    At the end of the turn, discard this card to move a willing character.
    Discard this card to explore your location.
    If you do not have the Arcane skill, banish this card. Succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Object Reading:
    Object Reading
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Mental

    Checks
    Intelligence
    Arcane
    Wisdom
    Divine
    9
    OR
    Perception
    7

    Powers
    Discard this card to examine the top 3 cards of your location deck and put them back in any order.

    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 11 or Perception 9 check to recharge this card instead of discarding it.

    Blessing of Maat:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessing of Pharasma:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Tonbarse:
    Tonbarse
    Cohort B

    Traits
    Outsider
    Eidolon
    Arcane
    Veteran
    Owner: Alase

    Powers
    Display this card next to a location. While displayed, for your combat check at that location, you may use your Arcane skill plus the scenario's adventure deck number and add the Melee trait. When a character at that location encounters a bane, you may give a card to that character or that character may recharge a card.
    While displayed, if you have the Summoner trait, you may draw this card at the start or end of your turn.

    Silver Crusade RPG Superstar 2014 Top 16

    During This Adventure: Regardless of the challenge mode, build Small locations.

    The harrow suit is Crowns.

    During This Scenario: Scenario C: Return to the Fangwood

    Replace your race trait (such as "Human" or "Halfling" with Kobold.

    Add "Or Charisma Diplomacy 8+#" to all checks to defeat Kobold banes.

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

    When you defeat the Kobold Sorcerer, add the new location Thicket and shuffle the closing henchman Kobold Chieftan - Proxy B1 into it. All Proxy A cards are now the closing henchman Planar Rift.

    When you defeat the Kobold Chieftan, read the additional story text, add the new location Ruin, and recharge the story bane Rippling-Sapphire-Crown.- Proxy V1 into it.

    To win, corner and defeat the villain Rippling-Sapphire-Crown.

    Additional Rules: Closing henchmen: Kobold Sorcerer, Kobold Champions - Proxy A
    Villains: None
    Dangers: Drake, Inferno Trap, Poison Dart Trap

    Kobold Sorcerer:

    Story Bane
    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.

    Kobold Champion:

    Story Bane
    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.

    Dangers:

    Drake:

    Story Bane
    Type: Monster
    Traits: Dragon Veteran
    To Defeat: Combat 10+## THEN Combat 11+#
    Roll 1d4. This monster gains the trait, is resistant to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.

    Inferno Trap:

    Story Bane
    Type: Barrier
    Traits: Fire Trap Veteran
    To Defeat: Dexterity Acrobatics Perception 8+# OR Craft Disable 6+#
    Before acting, each local character suffers 1 Fire damage. If undefeated, each local character suffers 1d4 Fire damage.

    Poison Dart Trap:

    Story Bane
    Type: Barrier
    Traits: Poison Trap
    To Defeat: Dexterity Acrobatics 9 OR Disable 7
    If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.

    Hazardous: When building the locations, add 6 barriers, distributed as evenly as possible.

    Scenario Level (#): 5

    Turn: 10, Arabundi/Gimry

    Random Cards:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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


    Spoiler:
    Steal Soul
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    Divine
    To Acquire:
    IntelligenceArcane 12
    OR WisdomDivine 10
    When a local character defeats a monster that is not immune to Attack, display. While displayed:
    * On your checks, add 1d4.
    * At the end of the scenario, banish; if proficient, discard instead.

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

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


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

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

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

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

    Spoiler:
    Maiden's Helm
    CotCT
    Armor 3
    Traits:
    Gray Maiden
    Heavy Armor
    Helm
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 10
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer Combat damage, freely reveal to reduce it by 2.
    On your Diplomacy check, reveal to add 1d6.
    After playing this armor, you may not play a Helm boon this encounter.

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

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

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


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

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

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

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

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

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

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

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

    Blessings
    Spoiler:
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    Veteran
    When this is the hour: After discarding any number of cards as damage, draw a card.
    To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.

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

    Spoiler:
    The Wind and the Waves
    Core
    Blessing 3
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: At the start of the turn, any character may recharge a card to move.
    To Acquire:
    Wisdom
    Divine
    Survival 8
    On a local check, discard to bless.
    After the roll, if it is a check to close or to guard, the character may reroll.
    Discard to let a local character move, then you may explore.

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

    Hour Power: On your check against an Undead card, add 1d6.

    Current Hour:

    Pharasma's Knowing:
    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.

    Hours Remaining: 20

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 1 Seoni/EmpTyger
    The Twin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, the first item or ally played is played freely.
    To Acquire:
    Charisma
    Stealth 4+#
    When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
    Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
    Hourglass Card 2 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 2 Agna/Grimsnik
    The Sickness
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you suffer damage, suffer the scourge Plagued.
    To Acquire:
    Constitution
    Fortitude 4+#
    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
    Hourglass Card 3 Alase/MorkXII:
    Spoiler:
    Hourglass Card 3 Alase/MorkXII
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    Veteran
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Hourglass Card 4 Arabundi/Gimry:
    Spoiler:
    Hourglass Card 4 Arabundi/Gimry
    The Desert
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you move during your move step, bury a card.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to move another character to your location.
    Discard to explore. This exploration, on all Constitution checks, add 1d4.
    Hourglass Card 5 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 5 Seoni/EmpTyger
    The Gold-fisted
    Core
    Blessing 3
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: When you acquire a boon, you may recharge a card.
    To Acquire:
    Craft
    Divine 8
    On a local check to acquire, reload to add 1d4.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.
    Hourglass Card 6 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 6 Agna/Grimsnik
    Blackfingers
    Core
    Blessing 3
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
    To Acquire:
    Craft
    Divine
    Stealth 8
    On any check, discard to bless.
    On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
    Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
    Hourglass Card 7 Alase/MorkXII:
    Spoiler:
    Hourglass Card 7 Alase/MorkXII
    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 Arabundi/Gimry:
    Spoiler:
    Hourglass Card 8 Arabundi/Gimry
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 9 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 9 Seoni/EmpTyger
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Hourglass Card 10 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 10 Agna/Grimsnik
    The Queen Mother
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Knowledge check is blessed.
    To Acquire:
    Wisdom
    Knowledge 4+#
    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
    Hourglass Card 11 Alase/MorkXII:
    Spoiler:
    Hourglass Card 11 Alase/MorkXII
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
    To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.
    Hourglass Card 12 Arabundi/Gimry:
    Spoiler:
    Hourglass Card 12 Arabundi/Gimry
    Gozreh's Growth
    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    Veteran
    When this is the hour: On your check against an Animal or Elemental card, add 1d4.
    To Acquire:
    Wisdom
    Divine
    Survival 4+#
    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
    Hourglass Card 13 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 13 Seoni/EmpTyger
    The Cyclone
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
    To Acquire:
    Strength
    Survival 4+#
    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
    Hourglass Card 14 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 14 Agna/Grimsnik
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    Veteran
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    Wisdom
    Divine
    Perception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Hourglass Card 15 Alase/MorkXII:
    Spoiler:
    Hourglass Card 15 Alase/MorkXII
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Hourglass Card 16 Arabundi/Gimry:
    Spoiler:
    Hourglass Card 16 Arabundi/Gimry
    The Midwife
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a monster.
    To Acquire:
    Wisdom
    Divine 4+#
    When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
    Hourglass Card 17 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 17 Seoni/EmpTyger
    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.
    Hourglass Card 18 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 18 Agna/Grimsnik
    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 19 Alase/MorkXII:
    Spoiler:
    Hourglass Card 19 Alase/MorkXII
    The Hidden Truth
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
    To Acquire:
    Intelligence
    Stealth 4+#
    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.
    Hourglass Card 20 Arabundi/Gimry:
    Spoiler:
    Hourglass Card 20 Arabundi/Gimry
    Grandmother Nightmare
    Core
    Blessing 3
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
    To Acquire:
    Intelligence
    Arcane
    Divine 8
    On any check, discard to bless.
    On a check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.

    Location #5: Thicket
    Wild
    At This Location: At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled.
    When Closing: Summon and defeat a barrier.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Arabundi/Gimry, Seoni/EmpTyger, Agna/Grimsnik, Alase/MorkXII, None

    Thicket Card 1:
    Bogeyman
    CotCT
    Monster 3
    Traits:
    Fey
    To Defeat:
    Combat 14
    If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
    Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.
    Thicket Card 2:
    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.
    Thicket Card 3:
    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.
    Thicket Card 4:
    Mammoth
    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 18
    OR Survival 9
    Before acting, each local character suffers 1 Combat damage.
    Thicket Card 5:
    Marked Cards
    CotCT
    Item 3
    Traits:
    Magic
    Tool
    To Acquire:
    Intelligence
    Craft
    Disable 10
    Recharge to examine the bottom 3 cards of any character's deck and return them in any order.
    Discard to examine the bottom 3 cards of any location and return them in any order.
    Thicket Card 6:
    Kobold Chieftain
    7-99
    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.
    Thicket Card 7:
    Pegg and Louie
    CotCT
    Ally 5
    Traits:
    Ghost
    Undead
    To Acquire:
    Wisdom
    Survival 13
    OR Suffer The Scourge Frightened 0
    When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
    Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.


    Cast Augury for Monsters:
    1. Bogeyman
    2. Ghastly Runes Trigger.

    Encounter Ghastly Runes
    Alase has Perception, so the DC is increased by #.
    Arcane 4+##=14: 1d10 + 6 ⇒ (3) + 6 = 9 Hero point
    Arcane 4+##=14: 1d10 + 6 ⇒ (6) + 6 = 12 Recharge Blessing of Maat for +3 Defeated.

    Continue examine:
    3. Cayden Cailean's Revelry
    Bogeyman to the bottom, shuffle the rest.

    Cast Object Reading to examine top 3 and reorder:
    Card: 1d5 + 2 ⇒ (3) + 2 = 5: Marked Cards
    Card: 1d5 + 2 ⇒ (1) + 2 = 3: Cayden Cailean's Revelry
    Card: 1d5 + 2 ⇒ (4) + 2 = 6: Kobold Chieftain
    Arabundi can reorder as desired.

    Alase wrote:

    Skills and Powers:
    Skills

    STRENGTH d6
    DEXTERITY d6
    CONSTITUTION d6
    INTELLIGENCE d6
    WISDOM d8
    Perception +2
    Survival +2
    CHARISMA d10 +4
    Arcane +2

    Powers
    God Caller
    Hand Size 6 [X5] 7 ☐ 8
    Proficient With Light Armors Arcane
    After you play an Attack spell, bury it.
    At the start or end of your turn, you may examine the top card of the cohort Tonbarse’s location (☐ then, if it is a blessing, you may encounter it), then ([X1] you may) shuffle that deck, then draw Tonbarse.
    When you play a blessing ([X2] or a spell or an ally) on a check by a character at Tonbarse’s location, you may recharge it ([X4] or shuffle it into your deck) instead of discarding it. (☐ You may add d8s instead of the normal dice added by the card.)
    [X3] When you encounter a card and Tonbarse is displayed, you may display him at your location. (☐ If you do, add 1d4 to your combat checks during the encounter.)
    ☐ While you attempt a check to acquire (☐ or would banish) a card that has an adventure deck number at least 2 less than the scenario's adventure deck number, you may recharge a blessing to gain the skill Divine: Charisma +2.
    ☐ When a character at Tonbarse's location is dealt damage, that character may recharge any number of blessings to reduce all damage by 2 for each blessing recharged.

    Favored Card Type: Spell or Blessing
    Weapon 0 ☐ 1
    Spell 5 [X2] 6 [X4] 7 [X5] 8
    Armor 1 ☐ 2
    Item 2 ☐ 3 ☐ 4
    Ally 2 [X6] 3
    Blessing 5 [X1] 6 [X3] 7
    Cohort: Tonbarse

    Hand: Create Spiked Pit, Haste, Wand of Treasure Finding, Blessing of Pharasma
    Displayed: Augury, Exhausted, Object Reading, Tonbarse
    Deck: 9 Discard: 5 Buried: 2
    Hero Points: 1 Shirt Reroll Available (7-99C): No
    Notes: Tonbarse at: Thicket
    For the rest of the adventure path, when a power on a Protean monster would cause you to reroll, you may ignore that effect.
    Haste:
    Haste
    Spell 2

    Traits
    Magic
    Arcane

    Powers
    At the end of the turn, discard this card to move a willing character.
    Discard this card to explore your location.
    If you do not have the Arcane skill, banish this card. Succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Blessing of Pharasma:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Tonbarse:
    Tonbarse
    Cohort B

    Traits
    Outsider
    Eidolon
    Arcane
    Veteran
    Owner: Alase

    Powers
    Display this card next to a location. While displayed, for your combat check at that location, you may use your Arcane skill plus the scenario's adventure deck number and add the Melee trait. When a character at that location encounters a bane, you may give a card to that character or that character may recharge a card.
    While displayed, if you have the Summoner trait, you may draw this card at the start or end of your turn.


    Arabundi Deck Handler

    ========================
    Arabundi starts his turn.
    Hour: Pharasma's Knowing
    Hour Power:On your check against an Undead card, add 1d6.
    Location: River
    Location Power:On your check, you may discard a card to reroll a die.
    Scenario Powers:

  • Replace your race trait (such as ""Human"" or ""Halfling"" with Kobold.
  • Add ""Or Charisma Diplomacy 8+#"" to all checks to defeat Kobold banes.
  • When you defeat a barrier, you may mark your location; this marker is referred to as a ""trap."" While a character at a marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
  • When you defeat the Kobold Sorcerer, add the new location Thicket and shuffle the closing henchman Kobold Chieftan - Proxy B1 into it. All Proxy A cards are now the closing henchman Planar Rift.

    Start of turn check
    Dexterity 9(4+5): 1d8 + 3 ⇒ (3) + 3 = 6

    Roll Details:

    Dexterity - 1d8+3

    Suffer Entangled

    Put Cailean's Revelry on top, I'll let someone else do the honors of the Henchman. I don't trust myself against random barriers

    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.

    Divine 9(4+5): 1d8 + 3 ⇒ (8) + 3 = 11

    Roll Details:

    Divine - 1d8+3

    "

    Arabundi wrote:

    Hand: Venomous Hand Crossbow +1, Returning Throwing Axe +1 (2), Returning Throwing Axe +1, Whip of Centipedes, Cure, Cayden Cailean's Revelry,

    Displayed: Sable Company Leathers,
    Deck: 14 Discard: 3 Buried: 0
    Current Location: Thicket
    Hero Points: 3 // Arabundi has the following scourges marked:
    Entangled:
    While Marked:
    You cannot evade or move.

    When your location is closed, remove this scourge.


    NOTES:
    Available Support:
  • I can recharge a card to add 1d4 to distant combat checks.

    Other: Paizo reroll used for scenario PP-1B: Y

  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Celestial Crossbow +3, Blessing of Abadar, Deathbane Light Crossbow +1, Blessing of Shizuru, Blessing of Tsukiyo, Dragoon, Blessing of Erastil, Mountaineer, Venemous Bolt, Wolfhide Armor, Masterwork Tools, Archers Bracers, Legionnaire Chaplain
    Recharged: Staff of Minor Healing,
    Discard Pile: Blessing of Angradd, Divine Blaze, Blessing of Erastil (2),
    Buried Pile:

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).
    ☑ At the end of your turn, you may examine the top card of your location. If it is not a spell, you may shuffle it into the location.
    When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location. (Bloodstone Manor Reward)
    For the rest of the adventure path, when a power on a Protean monster would cause you to reroll, you may discard a card to ignore that effect.

    "

    End of Turn Summary
    Acquired Card 3 of the Thicket. Others can be reordered still


  • Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    Hourglass 1: Twin o'clock: On your check, the first item or ally played is played freely.
    Thicket: Seoni cannot make a DEX/Survival 4+5=9 check. Seoni is Entangled

    The last kobold was hiding in the thicket, but the thick overgrowth made the approach difficult.

    Exploring Thicket 5: Marked Cards

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

    Mastery
    INT 10: 1d8 + 4 ⇒ (5) + 4 = 9
    Marked Cards are banished

    "Cartomancy is useless here, when the proteans keep changing the rules."

    Discarding Blessing of Achaekek to explore Thicket 6: Kobold Chieftain

    Kobold Chieftain:
    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.

    1 Trap springs!
    Random local character (1=Seoni, 2=Agna, 3=Alase, 4=Arabundi): 1d4 ⇒ 3
    Alase summons Drake

    Drake:
    Story Bane
    Type: Monster
    Traits: Dragon Veteran
    To Defeat: Combat 10+## THEN Combat 11+#
    Roll 1d4. This monster gains the trait, is resistant to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.

    1 Trap springs! Alase banishes Create Spiked Pit to recovery to evade. Drake is banished. Traps are removed
    The restraining flora slowed Seoni's approach, but Alase's runes prevented the kobold from feeling. The kobold chieftain gave a howl, and something swooped down towards the summoner. But the drake suddenly dipped into a pit that Alase opened up under it.

    Discarding Marionette to draw Blessing of the Spellbound
    Displaying and banishing Sphere of Fire to recovery, mastery, (maybe a trap still?)
    Combat 11+10=21: 1d12 + 5 + 2d6 + 4 + 1d6 ⇒ (6) + 5 + (1, 5) + 4 + (4) = 25
    Kobold Chieftain is banished.
    Closing Thicket: Summoning Random Barrier 1: Vortex of Madness

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

    Banishing Fire Snake to recovery, mastery
    Arcane 11: 1d12 + 5 + 4 ⇒ (1) + 5 + 4 = 10
    Arabundi buries Cayden Cailean's Revelry
    Arcane 11: 10 - 1 + 1d12 ⇒ 10 - 1 + (6) = 15
    Thicket is closed. Seoni is no longer Entangled. Arabundi is no longer Entangled. Ruin are built and Villain V1 shuffled in. Everyone moves to Ruin.

    "You hurt Anga's dragon!" howled the kobold chieftain. Seoni launched a fireball at the kobold to get his attention. "Your dragon's fine. You'll be fine. Just tell us Do we have your attention now?" The kobold calmed down.
    There was only one way to stop the madness: they needed to end the proteans' revelry. With Seoni's fire lighting the way, they all headed together into the ruins.

    Ending turn.
    Recovery: Fire Snake is discarded. Sphere of Fire is recharged.
    Resetting hand

    Seoni wrote:

    Hand: Blessing of the Spellbound 1 (discard to bless/double bless if spell is cast), Dimension Leap (banish to recovery at start of encounter to move Seoni to/from encounter location), Blessing of Nethys (discard to bless), Pyrotechnic Blast, Blessing of the Spellbound 2 (discard to bless, recharge if Arcane/Divine), Magnetic Grimoire (reveal for +1d4 to local Acid/Cold/Electricity/Fire/Poison), Safe Harbor (display at any location to let local characters heal 1d4+1 instead of first exploration until start of Seoni's next turn or until a local character explores a bane),

    Displayed:
    Deck: 10 Discard: 5 Buried: 0
    Notes: Okay to heal Seoni.
    Ask before using: 2 Blessings of the Spellbound; Blessing of Nethys
    Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 5; Magnetic Grimoire; Safe Harbor

    Skills and Powers:

    Skills:
    Strength d6 [] +1
    Dexterity d4 [] +1 [] +2
    Constitution d6 [] +1 [] +2
    Intelligence d8 [] +1 [] +2 [] +3 [] +4
    -- Knowledge: Intelligence +2
    Wisdom d6 [X] +1 [] +2
    -- Perception: Wisdom +2
    Charisma d12 [X] +1 [X] +2 [X] +3 [] +4
    -- Arcane: Charisma +2

    Powers:
    Favored Card: Spell
    Proficiencies: Arcane
    Mastered traits: [X] Fire [] Acid [] Cold [] Electricity
    Hand Size 6 [X] 7 [] 8
    [X] You may add 1 mastered trait to your check.
    Before your combat check, you may discard a card to draw a card that has the Arcane ([] or Magic) or mastered trait from your discard pile.
    You may automatically succeed at your check to recharge a spell ([] or an item) that has the Attack trait or mastered trait.
    When you acquire a card that has a mastered trait or an ally ([X] or a spell), you may draw a card.
    [X] Add 4 to your check that has a mastered trait.
    Reduce damage of a mastered type dealt to you by 2 ([] 4).
    At the start of each scenario, after drawing starting hands, you may discard a new Harrow blessing.

    Hero points: 5

    Summary:
    Thicket 3, 5 are banished.
    Thicket is closed.
    Ruin is built (contains Villain V1).
    Everyone is at Ruin.
    Alase banishes Create Spiked Pit to recovery.
    Arabundi buries Cayden Cailean's Revelry.
    Arabundi is no longer Entangled.


    Recover Augury Arcane 8: 1d10 + 6 ⇒ (9) + 6 = 15 Recharged.
    Recover Object Reading Arcane 11: 1d10 + 6 ⇒ (9) + 6 = 15 Recharged.

    Give Wand of Treasure Finding to Seoni.
    Cast Create Spiked Pit to evade the summoned Drake.
    Recover Create Spiked PitArcane 10: 1d10 + 6 ⇒ (9) + 6 = 15 Recharged.

    Alase wrote:

    Skills and Powers:
    Skills

    STRENGTH d6
    DEXTERITY d6
    CONSTITUTION d6
    INTELLIGENCE d6
    WISDOM d8
    Perception +2
    Survival +2
    CHARISMA d10 +4
    Arcane +2

    Powers
    God Caller
    Hand Size 6 [X5] 7 ☐ 8
    Proficient With Light Armors Arcane
    After you play an Attack spell, bury it.
    At the start or end of your turn, you may examine the top card of the cohort Tonbarse’s location (☐ then, if it is a blessing, you may encounter it), then ([X1] you may) shuffle that deck, then draw Tonbarse.
    When you play a blessing ([X2] or a spell or an ally) on a check by a character at Tonbarse’s location, you may recharge it ([X4] or shuffle it into your deck) instead of discarding it. (☐ You may add d8s instead of the normal dice added by the card.)
    [X3] When you encounter a card and Tonbarse is displayed, you may display him at your location. (☐ If you do, add 1d4 to your combat checks during the encounter.)
    ☐ While you attempt a check to acquire (☐ or would banish) a card that has an adventure deck number at least 2 less than the scenario's adventure deck number, you may recharge a blessing to gain the skill Divine: Charisma +2.
    ☐ When a character at Tonbarse's location is dealt damage, that character may recharge any number of blessings to reduce all damage by 2 for each blessing recharged.

    Favored Card Type: Spell or Blessing
    Weapon 0 ☐ 1
    Spell 5 [X2] 6 [X4] 7 [X5] 8
    Armor 1 ☐ 2
    Item 2 ☐ 3 ☐ 4
    Ally 2 [X6] 3
    Blessing 5 [X1] 6 [X3] 7
    Cohort: Tonbarse

    Hand: Haste, Wand of Treasure Finding, Blessing of Pharasma
    Displayed: Exhausted, Tonbarse
    Deck: 12 Discard: 5 Buried: 2
    Hero Points: 1 Shirt Reroll Available (7-99C): No
    Notes: Tonbarse at: Thicket
    For the rest of the adventure path, when a power on a Protean monster would cause you to reroll, you may ignore that effect.
    Haste:
    Haste
    Spell 2

    Traits
    Magic
    Arcane

    Powers
    At the end of the turn, discard this card to move a willing character.
    Discard this card to explore your location.
    If you do not have the Arcane skill, banish this card. Succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Blessing of Pharasma:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Tonbarse:
    Tonbarse
    Cohort B

    Traits
    Outsider
    Eidolon
    Arcane
    Veteran
    Owner: Alase

    Powers
    Display this card next to a location. While displayed, for your combat check at that location, you may use your Arcane skill plus the scenario's adventure deck number and add the Melee trait. When a character at that location encounters a bane, you may give a card to that character or that character may recharge a card.
    While displayed, if you have the Summoner trait, you may draw this card at the start or end of your turn.

    Silver Crusade RPG Superstar 2014 Top 16

    During This Adventure: Regardless of the challenge mode, build Small locations.

    The harrow suit is Crowns.

    During This Scenario: Scenario C: Return to the Fangwood

    Replace your race trait (such as "Human" or "Halfling" with Kobold.

    Add "Or Charisma Diplomacy 8+#" to all checks to defeat Kobold banes.

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

    When you defeat the Kobold Sorcerer, add the new location Thicket and shuffle the closing henchman Kobold Chieftan - Proxy B1 into it. All Proxy A cards are now the closing henchman Planar Rift.

    When you defeat the Kobold Chieftan, read the additional story text, add the new location Ruin, and recharge the story bane Rippling-Sapphire-Crown.- Proxy V1 into it.

    To win, corner and defeat the villain Rippling-Sapphire-Crown.

    Additional Rules: Closing henchmen: Kobold Sorcerer, Kobold Champions - Proxy A
    Villains: None
    Dangers: Drake, Inferno Trap, Poison Dart Trap

    Kobold Sorcerer:

    Story Bane
    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.

    Kobold Champion:

    Story Bane
    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.

    Dangers:

    Drake:

    Story Bane
    Type: Monster
    Traits: Dragon Veteran
    To Defeat: Combat 10+## THEN Combat 11+#
    Roll 1d4. This monster gains the trait, is resistant to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.

    Inferno Trap:

    Story Bane
    Type: Barrier
    Traits: Fire Trap Veteran
    To Defeat: Dexterity Acrobatics Perception 8+# OR Craft Disable 6+#
    Before acting, each local character suffers 1 Fire damage. If undefeated, each local character suffers 1d4 Fire damage.

    Poison Dart Trap:

    Story Bane
    Type: Barrier
    Traits: Poison Trap
    To Defeat: Dexterity Acrobatics 9 OR Disable 7
    If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.

    Hazardous: When building the locations, add 6 barriers, distributed as evenly as possible.

    Scenario Level (#): 5

    Turn: 12, Agna/Grimsnik

    Random Cards:

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

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

    Spoiler:
    Hippogriff Rider
    CotCT
    Monster 4
    Traits:
    AND
    Animal
    Human
    Ranger
    Trigger
    To Defeat:
    Combat 18
    THEN Combat 17
    OR Survival 11
    When examined, suffer 1 Ranged Combat damage.
    Before acting, suffer 1 Ranged Combat damage.
    If undefeated, a random character suffers 1d4+1 Ranged Combat damage.

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

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

    Barriers
    Spoiler:
    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:
    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:
    Assassination Squad
    CotCT
    Barrier 3
    Traits:
    Skirmish
    Trigger
    To Defeat:
    None 0
    When examined, you may move to this location and encounter this barrier.
    When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated.

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

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

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

    Spoiler:
    Dragonbane Greatsword
    CotCT
    Weapon 3
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
    If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.

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

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

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

    Spells
    Spoiler:
    Steal Soul
    CotCT
    Spell 5
    Traits:
    Arcane
    Magic
    Divine
    To Acquire:
    IntelligenceArcane 12
    OR WisdomDivine 10
    When a local character defeats a monster that is not immune to Attack, display. While displayed:
    * On your checks, add 1d4.
    * At the end of the scenario, banish; if proficient, discard instead.

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

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


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

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


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

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


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

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


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

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    Sable Company Marine
    CotCT
    Ally 3
    Traits:
    Human
    Soldier
    To Acquire:
    Dexterity
    Ranged 11
    THEN Charisma
    Diplomacy 10
    On the first combat check of a turn, if it is local, recharge to add 1d8.
    Discard to explore. This exploration, on your first combat check, add 1d8.

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

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

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

    Blessings
    Spoiler:
    The Avalanche
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
    To Acquire:
    Dexterity
    Survival 4+#
    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.

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

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

    Spoiler:
    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.

    Hour Power: When you suffer damage, suffer the scourge Plagued.

    Current Hour:

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

    Hours Remaining: 18

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Alase/MorkXII:
    Spoiler:
    Hourglass Card 1 Alase/MorkXII
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    Veteran
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Hourglass Card 2 Arabundi/Gimry:
    Spoiler:
    Hourglass Card 2 Arabundi/Gimry
    The Desert
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you move during your move step, bury a card.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to move another character to your location.
    Discard to explore. This exploration, on all Constitution checks, add 1d4.
    Hourglass Card 3 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 3 Seoni/EmpTyger
    The Gold-fisted
    Core
    Blessing 3
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: When you acquire a boon, you may recharge a card.
    To Acquire:
    Craft
    Divine 8
    On a local check to acquire, reload to add 1d4.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.
    Hourglass Card 4 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 4 Agna/Grimsnik
    Blackfingers
    Core
    Blessing 3
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
    To Acquire:
    Craft
    Divine
    Stealth 8
    On any check, discard to bless.
    On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
    Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
    Hourglass Card 5 Alase/MorkXII:
    Spoiler:
    Hourglass Card 5 Alase/MorkXII
    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 Arabundi/Gimry:
    Spoiler:
    Hourglass Card 6 Arabundi/Gimry
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 7 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 7 Seoni/EmpTyger
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Hourglass Card 8 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 8 Agna/Grimsnik
    The Queen Mother
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Knowledge check is blessed.
    To Acquire:
    Wisdom
    Knowledge 4+#
    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
    Hourglass Card 9 Alase/MorkXII:
    Spoiler:
    Hourglass Card 9 Alase/MorkXII
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
    To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.
    Hourglass Card 10 Arabundi/Gimry:
    Spoiler:
    Hourglass Card 10 Arabundi/Gimry
    Gozreh's Growth
    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    Veteran
    When this is the hour: On your check against an Animal or Elemental card, add 1d4.
    To Acquire:
    Wisdom
    Divine
    Survival 4+#
    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
    Hourglass Card 11 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 11 Seoni/EmpTyger
    The Cyclone
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
    To Acquire:
    Strength
    Survival 4+#
    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
    Hourglass Card 12 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 12 Agna/Grimsnik
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    Veteran
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    Wisdom
    Divine
    Perception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Hourglass Card 13 Alase/MorkXII:
    Spoiler:
    Hourglass Card 13 Alase/MorkXII
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Hourglass Card 14 Arabundi/Gimry:
    Spoiler:
    Hourglass Card 14 Arabundi/Gimry
    The Midwife
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a monster.
    To Acquire:
    Wisdom
    Divine 4+#
    When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
    Hourglass Card 15 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 15 Seoni/EmpTyger
    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.
    Hourglass Card 16 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 16 Agna/Grimsnik
    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 17 Alase/MorkXII:
    Spoiler:
    Hourglass Card 17 Alase/MorkXII
    The Hidden Truth
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
    To Acquire:
    Intelligence
    Stealth 4+#
    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.
    Hourglass Card 18 Arabundi/Gimry:
    Spoiler:
    Hourglass Card 18 Arabundi/Gimry
    Grandmother Nightmare
    Core
    Blessing 3
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
    To Acquire:
    Intelligence
    Arcane
    Divine 8
    On any check, discard to bless.
    On a check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.

    Location #6: Ruin
    Urban
    At This Location: When a monster is undefeated, shuffle a new monster into the location.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Shuffle a new monster into another location.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Arabundi/Gimry, Seoni/EmpTyger, Agna/Grimsnik, Alase/MorkXII, None

    Ruin Card 1:
    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.
    Ruin Card 2:
    Death's Touch
    CotCT
    Spell 4
    Traits:
    Arcane
    Attack
    Divine
    Magic
    Undead
    To Acquire:
    Intelligence
    Arcane 11
    OR Wisdom
    Divine 13
    For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.

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

    Ruin Card 3:
    Wyvern Blade Trap
    Core
    Barrier 3
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 12
    If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.
    Ruin Card 4:
    Bottled Lightning
    CotCT
    Item 4
    Traits:
    Alchemical
    Attack
    Electricity
    Liquid
    Ranged
    To Acquire:
    Intelligence
    Craft 12
    For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
    During a local encounter with a non-story bane monster, banish to ignore its before acting powers.

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

    Ruin Card 5:
    Acidic Bolas
    CotCT
    Weapon 3
    Traits:
    Acid
    Bludgeoning
    Chain
    Magic
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
    If proficient, discard to evade a monster you encounter.
    Ruin Card 6:
    Friendly Game of Sredna
    CotCT
    Barrier 4
    Traits:
    Respect
    Task
    To Defeat:
    Strength 7
    OR Constitution
    Fortitude 12
    If defeated, you may remove this barrier from the game and gain 1 respect point.
    If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
    Ruin Card 7 (Rippling-Sapphire-Crown):
    Rippling-Sapphire-Crown
    7-99
    Story Bane 1
    Type: Monster
    Traits:
    Outsider
    Protean
    Veteran
    To Defeat:
    Combat 12+##
    THEN Charisma Arcane Diplomacy Divine 10+#
    Roll 1d4 twice, rerolling duplicates. This monster is resistant to:
    1. Acid
    2. Cold
    3. Electricity
    4. Fire
    Before acting, you may uncheck a skill feat on your character or role card and check a different skill feat.
    On the combat check to defeat, reroll 1 die that shows the highest value, then reroll 1 die that shows the lowest value.
    After acting, suffer the scourge Dazed.


    Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    (At the end of Seoni's last turn, before recovery and reset)
    Banishing Wand of Treasure Finding to recovery to examine Ruin 1: Evoker, Ruin 2: Death's Touch, Ruin 3: Wyvern Blade Trap, Ruin 4: Bottled Lightning

    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.

    Death's Touch:
    CotCT
    Spell 4
    Traits:
    Arcane
    Attack
    Divine
    Magic
    Undead
    To Acquire:
    Intelligence
    Arcane 11
    OR Wisdom
    Divine 13
    For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 13 or Divine 15 check to recharge it instead.

    Wyvern Blade Trap:
    Core
    Barrier 3
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 12
    If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.

    Bottled Lightning:
    CotCT
    Item 4
    Traits:
    Alchemical
    Attack
    Electricity
    Liquid
    Ranged
    To Acquire:
    Intelligence
    Craft 12
    For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
    During a local encounter with a non-story bane monster, banish to ignore its before acting powers.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 14 check to recharge this card.

    Shuffling Evoker, Death's Touch, Wyvern Blade Trap back into Ruin. Reloading Bottled Lightning on top of Ruin
    Recovery: Mastery
    Arcane 8: 1d12 + 5 + 4 ⇒ (6) + 5 + 4 = 15
    Wand of Treasure Finding is recharged

    Of course, the promise of treasures also helped to rally everyone towards the ruins.

    Seoni wrote:

    Hand: Blessing of the Spellbound 1 (discard to bless/double bless if spell is cast), Dimension Leap (banish to recovery at start of encounter to move Seoni to/from encounter location), Blessing of Nethys (discard to bless), Pyrotechnic Blast, Blessing of the Spellbound 2 (discard to bless, recharge if Arcane/Divine), Magnetic Grimoire (reveal for +1d4 to local Acid/Cold/Electricity/Fire/Poison), Safe Harbor (display at any location to let local characters heal 1d4+1 instead of first exploration until start of Seoni's next turn or until a local character explores a bane),

    Displayed:
    Deck: 11 Discard: 5 Buried: 0
    Notes: Okay to heal Seoni.
    Ask before using: 2 Blessings of the Spellbound; Blessing of Nethys
    Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 5; Magnetic Grimoire; Safe Harbor

    Skills and Powers:

    Skills:
    Strength d6 [] +1
    Dexterity d4 [] +1 [] +2
    Constitution d6 [] +1 [] +2
    Intelligence d8 [] +1 [] +2 [] +3 [] +4
    -- Knowledge: Intelligence +2
    Wisdom d6 [X] +1 [] +2
    -- Perception: Wisdom +2
    Charisma d12 [X] +1 [X] +2 [X] +3 [] +4
    -- Arcane: Charisma +2

    Powers:
    Favored Card: Spell
    Proficiencies: Arcane
    Mastered traits: [X] Fire [] Acid [] Cold [] Electricity
    Hand Size 6 [X] 7 [] 8
    [X] You may add 1 mastered trait to your check.
    Before your combat check, you may discard a card to draw a card that has the Arcane ([] or Magic) or mastered trait from your discard pile.
    You may automatically succeed at your check to recharge a spell ([] or an item) that has the Attack trait or mastered trait.
    When you acquire a card that has a mastered trait or an ally ([X] or a spell), you may draw a card.
    [X] Add 4 to your check that has a mastered trait.
    Reduce damage of a mastered type dealt to you by 2 ([] 4).
    At the start of each scenario, after drawing starting hands, you may discard a new Harrow blessing.

    Hero points: 5


    Deck Handler

    Hour: The Sickness
    When this is the hour: When you suffer damage, suffer the scourge Plagued.

    Ruin Card 4 Bottled Lightning Auto fail check. Recharge Monkey to explore

    Card 1-3,5-7: 1d6 ⇒ 4 Ruin Card 5: Acidic Bolas Dex 13: 1d8 + 1d4 + 2 + 2 ⇒ (4) + (2) + 2 + 2 = 10 Reveal Firepelt Cougar

    EOT- examine top card card 1-3, 6-7: 1d5 ⇒ 3 Wyvern Blade Trap

    Agna wrote:

    Hand: Fury's Trident, Ruan Mirukova, Belt of Physical Might, Firepelt Cougar, Hippogriff, Blessing of Gorum, Shock Greatsword +2,

    Displayed:
    Deck: 13 Discard: 2 Buried: 0
    Hero Points: 7
    "NOTES:
    Available Support: Blessings are available for use.
    Other: Re-roll: Available. Playmat: Available"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Shoanti Barbarian Hide, Wayfinder (core), Blessing of Nethys, Lyrune-quah Moon Maiden, Dread Helm, Banudor, Droogami (core), Sawtooth Saber, Blessing of Cayden Cailean, Verminbane Warhammer
    Recharged: Lizard, Raccoon, Monkey,
    Discard Pile: Frost Longspear, Blessing of Achaekek,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Melee (Str +2)
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☑ +1 ☐ +2
    Intelligence d4 ☐ +1 ☐ +2
    Wisdom d8 ☑ +1 ☑ +2
    Perception (Wisdom +3)
    Survival (Wisdom +3)
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    Role: Beastmaster
    When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
    You may recharge a card that has the Offhand trait to add 1d6 (☐+1)([]+2) and that card's traits to your combat check.
    ☐ Add 2 (☐ 4) to your check to acquire a boon that has the Animal trait.
    [X] You may reveal an ally that has the Animal trait to add 1d4 ([x]+1) ([x]+2) to your check.
    At the end of your turn, you may examine the top ([x ]or bottom) card of your location deck
    ☐ When you play a blessing that adds to your Wisdom check, you may add a d12 instead of the normal die.

    Banished #4 & 5
    Top card = #3 Wyvern Blade Trap


    Hour: When you fail a check, you may bury your hand and discards to reroll.

    Explore: Wyvern Blade Trap
    Recharge Haste.
    Recharge Blessing of Pharasma to bless, Agna recharges Ruan, Seoni reveals Magnetic Grimoire
    Perception 12: 1d8 + 2 + 1d8 + 1d4 + 1d4 ⇒ (3) + 2 + (4) + (2) + (2) = 13 Defeated.
    Heal: Faithful Hound

    Draw up to 7.

    Alase wrote:

    Skills and Powers:
    Skills

    STRENGTH d6
    DEXTERITY d6
    CONSTITUTION d6
    INTELLIGENCE d6
    WISDOM d8
    Perception +2
    Survival +2
    CHARISMA d10 +4
    Arcane +2

    Powers
    God Caller
    Hand Size 6 [X5] 7 ☐ 8
    Proficient With Light Armors Arcane
    After you play an Attack spell, bury it.
    At the start or end of your turn, you may examine the top card of the cohort Tonbarse’s location (☐ then, if it is a blessing, you may encounter it), then ([X1] you may) shuffle that deck, then draw Tonbarse.
    When you play a blessing ([X2] or a spell or an ally) on a check by a character at Tonbarse’s location, you may recharge it ([X4] or shuffle it into your deck) instead of discarding it. (☐ You may add d8s instead of the normal dice added by the card.)
    [X3] When you encounter a card and Tonbarse is displayed, you may display him at your location. (☐ If you do, add 1d4 to your combat checks during the encounter.)
    ☐ While you attempt a check to acquire (☐ or would banish) a card that has an adventure deck number at least 2 less than the scenario's adventure deck number, you may recharge a blessing to gain the skill Divine: Charisma +2.
    ☐ When a character at Tonbarse's location is dealt damage, that character may recharge any number of blessings to reduce all damage by 2 for each blessing recharged.

    Favored Card Type: Spell or Blessing
    Weapon 0 ☐ 1
    Spell 5 [X2] 6 [X4] 7 [X5] 8
    Armor 1 ☐ 2
    Item 2 ☐ 3 ☐ 4
    Ally 2 [X6] 3
    Blessing 5 [X1] 6 [X3] 7
    Cohort: Tonbarse

    Hand: Augury, Haste, Fortune-Teller, Blessing of Achaekek, Blessing of Maat, Blessing of Pharasma, Blessing of Zon-Kuthon
    Displayed: Exhausted, Tonbarse
    Deck: 8 Discard: 4 Buried: 3
    Hero Points: 1 Shirt Reroll Available (7-99C): No
    Notes: Tonbarse at: Ruin
    For the rest of the adventure path, when a power on a Protean monster would cause you to reroll, you may ignore that effect.
    Augury:
    Augury
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Powers
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Haste:
    Haste
    Spell 2

    Traits
    Magic
    Arcane

    Powers
    At the end of the turn, discard this card to move a willing character.
    Discard this card to explore your location.
    If you do not have the Arcane skill, banish this card. Succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Blessing of Achaekek:
    Blessing of Achaekek
    Blessing 1

    Traits
    Divine
    Achaekek

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing of Maat:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessing of Pharasma:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing of Zon-Kuthon:
    Blessing of Zon-Kuthon
    Blessing 2

    Traits
    Divine
    Zon-Kuthon

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Constitution check.
    Discard this card to add 2 dice to any check that has the Finesse trait. If it is your check, recharge this card instead.
    Discard this card to explore your location.

    Tonbarse:
    Tonbarse
    Cohort B

    Traits
    Outsider
    Eidolon
    Arcane
    Veteran
    Owner: Alase

    Powers
    Display this card next to a location. While displayed, for your combat check at that location, you may use your Arcane skill plus the scenario's adventure deck number and add the Melee trait. When a character at that location encounters a bane, you may give a card to that character or that character may recharge a card.
    While displayed, if you have the Summoner trait, you may draw this card at the start or end of your turn.


    On Arabundi's turn:
    Hour: When you move during your move step, bury a card.

    Cast Augury for Monsters
    Card 1,2,6,7: 1d4 ⇒ 1: Evoker
    Card 2,6,7: 1d3 ⇒ 2: Friendly Game of Sredna
    Card 2,7: 1d2 ⇒ 1: Death's Touch
    Card 1: Evoker to the bottom. Cards 2,6,7 shuffled on top.

    Recover Augury Arcane 8: 1d10 + 6 ⇒ (4) + 6 = 10 Recharged.

    Alase wrote:

    Skills and Powers:
    Skills

    STRENGTH d6
    DEXTERITY d6
    CONSTITUTION d6
    INTELLIGENCE d6
    WISDOM d8
    Perception +2
    Survival +2
    CHARISMA d10 +4
    Arcane +2

    Powers
    God Caller
    Hand Size 6 [X5] 7 ☐ 8
    Proficient With Light Armors Arcane
    After you play an Attack spell, bury it.
    At the start or end of your turn, you may examine the top card of the cohort Tonbarse’s location (☐ then, if it is a blessing, you may encounter it), then ([X1] you may) shuffle that deck, then draw Tonbarse.
    When you play a blessing ([X2] or a spell or an ally) on a check by a character at Tonbarse’s location, you may recharge it ([X4] or shuffle it into your deck) instead of discarding it. (☐ You may add d8s instead of the normal dice added by the card.)
    [X3] When you encounter a card and Tonbarse is displayed, you may display him at your location. (☐ If you do, add 1d4 to your combat checks during the encounter.)
    ☐ While you attempt a check to acquire (☐ or would banish) a card that has an adventure deck number at least 2 less than the scenario's adventure deck number, you may recharge a blessing to gain the skill Divine: Charisma +2.
    ☐ When a character at Tonbarse's location is dealt damage, that character may recharge any number of blessings to reduce all damage by 2 for each blessing recharged.

    Favored Card Type: Spell or Blessing
    Weapon 0 ☐ 1
    Spell 5 [X2] 6 [X4] 7 [X5] 8
    Armor 1 ☐ 2
    Item 2 ☐ 3 ☐ 4
    Ally 2 [X6] 3
    Blessing 5 [X1] 6 [X3] 7
    Cohort: Tonbarse

    Hand: Haste, Fortune-Teller, Blessing of Achaekek, Blessing of Maat, Blessing of Pharasma, Blessing of Zon-Kuthon
    Displayed: Exhausted, Tonbarse
    Deck: 9 Discard: 4 Buried: 3
    Hero Points: 1 Shirt Reroll Available (7-99C): No
    Notes: Tonbarse at: Ruin
    For the rest of the adventure path, when a power on a Protean monster would cause you to reroll, you may ignore that effect.
    Haste:
    Haste
    Spell 2

    Traits
    Magic
    Arcane

    Powers
    At the end of the turn, discard this card to move a willing character.
    Discard this card to explore your location.
    If you do not have the Arcane skill, banish this card. Succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Blessing of Achaekek:
    Blessing of Achaekek
    Blessing 1

    Traits
    Divine
    Achaekek

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing of Maat:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessing of Pharasma:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing of Zon-Kuthon:
    Blessing of Zon-Kuthon
    Blessing 2

    Traits
    Divine
    Zon-Kuthon

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Constitution check.
    Discard this card to add 2 dice to any check that has the Finesse trait. If it is your check, recharge this card instead.
    Discard this card to explore your location.

    Tonbarse:
    Tonbarse
    Cohort B

    Traits
    Outsider
    Eidolon
    Arcane
    Veteran
    Owner: Alase

    Powers
    Display this card next to a location. While displayed, for your combat check at that location, you may use your Arcane skill plus the scenario's adventure deck number and add the Melee trait. When a character at that location encounters a bane, you may give a card to that character or that character may recharge a card.
    While displayed, if you have the Summoner trait, you may draw this card at the start or end of your turn.


    Arabundi Deck Handler

    ========================
    Arabundi starts his turn.
    Hour: The Desert
    Hour Power:When you move during your move step, bury a card.
    Location: Ruin
    Location Power:At the start of your turn, succeed at a Dexterity or Survival 4+# or suffer the scourge Entangled.
    Scenario Powers:

  • Replace your race trait (such as ""Human"" or ""Halfling"" with Kobold.
  • Add ""Or Charisma Diplomacy 8+#"" to all checks to defeat Kobold banes.
  • When you defeat a barrier, you may mark your location; this marker is referred to as a ""trap."" While a character at a marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
  • When you defeat the Kobold Sorcerer, add the new location Thicket and shuffle the closing henchman Kobold Chieftan - Proxy B1 into it. All Proxy A cards are now the closing henchman Planar Rift.

    Cards 2,6,7: 1d3 ⇒ 2

    Friendly Game of Sredna:

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

    Constitution 12: 1d10 + 1d10 + 1d10 ⇒ (10) + (6) + (6) = 22

    Roll Details:

    Constitution - 1d10
    Double Blessed - 1d10+1d10

    Use Alase's Zon Kuthon to double bless

    Defeated a Barrier, so add a trap to the location

    EoT Examine (2, 7): 1d2 ⇒ 1
    Death's Touch is on top. That stays.

    "

    Arabundi wrote:

    Hand: Venomous Hand Crossbow +1, Returning Throwing Axe +1 (2), Returning Throwing Axe +1, Celestial Crossbow +3, Whip of Centipedes, Cure,

    Displayed: Sable Company Leathers,
    Deck: 13 Discard: 3 Buried: 1
    Current Location: Ruin
    Hero Points: 3
    NOTES:
    Available Support:
  • I can recharge a card to add 1d4 to distant combat checks.

    Other: Paizo reroll used for scenario PP-1C: Y

  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Erastil, Blessing of Abadar, Blessing of Shizuru, Deathbane Light Crossbow +1, Wolfhide Armor, Masterwork Tools, Blessing of Tsukiyo, Mountaineer, Dragoon, Legionnaire Chaplain, Archers Bracers, Venemous Bolt
    Recharged: Staff of Minor Healing,
    Discard Pile: Blessing of Angradd, Divine Blaze, Blessing of Erastil (2),
    Buried Pile: Cayden Cailean's Revelry,

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).
    ☑ At the end of your turn, you may examine the top card of your location. If it is not a spell, you may shuffle it into the location.
    When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location. (Bloodstone Manor Reward)
    For the rest of the adventure path, when a power on a Protean monster would cause you to reroll, you may discard a card to ignore that effect.

    "

    End of Turn Summary
    Banished Card 6
    Card 2 is on top

  • Silver Crusade RPG Superstar 2014 Top 16

    During This Adventure: Regardless of the challenge mode, build Small locations.

    The harrow suit is Crowns.

    During This Scenario: Scenario C: Return to the Fangwood

    Replace your race trait (such as "Human" or "Halfling" with Kobold.

    Add "Or Charisma Diplomacy 8+#" to all checks to defeat Kobold banes.

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

    When you defeat the Kobold Sorcerer, add the new location Thicket and shuffle the closing henchman Kobold Chieftan - Proxy B1 into it. All Proxy A cards are now the closing henchman Planar Rift.

    When you defeat the Kobold Chieftan, read the additional story text, add the new location Ruin, and recharge the story bane Rippling-Sapphire-Crown.- Proxy V1 into it.

    To win, corner and defeat the villain Rippling-Sapphire-Crown.

    Additional Rules: Closing henchmen: Kobold Sorcerer, Kobold Champions - Proxy A
    Villains: None
    Dangers: Drake, Inferno Trap, Poison Dart Trap

    Kobold Sorcerer:

    Story Bane
    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.

    Kobold Champion:

    Story Bane
    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.

    Dangers:

    Drake:

    Story Bane
    Type: Monster
    Traits: Dragon Veteran
    To Defeat: Combat 10+## THEN Combat 11+#
    Roll 1d4. This monster gains the trait, is resistant to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.

    Inferno Trap:

    Story Bane
    Type: Barrier
    Traits: Fire Trap Veteran
    To Defeat: Dexterity Acrobatics Perception 8+# OR Craft Disable 6+#
    Before acting, each local character suffers 1 Fire damage. If undefeated, each local character suffers 1d4 Fire damage.

    Poison Dart Trap:

    Story Bane
    Type: Barrier
    Traits: Poison Trap
    To Defeat: Dexterity Acrobatics 9 OR Disable 7
    If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.

    Hazardous: When building the locations, add 6 barriers, distributed as evenly as possible.

    Scenario Level (#): 5

    Turn: 15, Seoni/EmpTyger

    Random Cards:

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

    Spoiler:
    Red Mantis Initiate
    CotCT
    Monster 2
    Traits:
    Human
    Ranger
    Veteran
    To Defeat:
    Combat 10+##
    OR Wisdom 5+#
    Before acting, a random local character suffers 1d4 Ranged Combat damage.
    If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.

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

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

    Spoiler:
    Wood Golem
    Core
    Monster 3
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 18
    Immune to Attack, Cold, Mental, and Poison.
    Vulnerable to Fire.
    If the check to defeat has the Fire trait, ignore this monster's immunities.
    Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.

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

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

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

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

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

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

    Spoiler:
    Acidic Bolas
    CotCT
    Weapon 3
    Traits:
    Acid
    Bludgeoning
    Chain
    Magic
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
    If proficient, discard to evade a monster you encounter.

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

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

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

    Spells
    Spoiler:
    Dragon's Breath
    CotCT
    Spell 3
    Traits:
    Arcane
    Magic
    Attack
    To Acquire:
    Intelligence
    Arcane 11
    For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.

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


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

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

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


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

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


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

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


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

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

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

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

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

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

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

    Spoiler:
    Wand of Enervation
    Core
    Item 3
    Traits:
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 10
    On any combat check, bury or banish to decrease the difficulty by 2d4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.

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

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

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

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

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

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

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

    Blessings
    Spoiler:
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.

    Spoiler:
    The Rakshasa
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
    To Acquire:
    Intelligence
    Arcane 4+#
    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.

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

    Spoiler:
    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:
    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.

    Hour Power: When you acquire a boon, you may recharge a card.

    Current Hour:

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

    Hours Remaining: 15

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 1 Agna/Grimsnik
    Blackfingers
    Core
    Blessing 3
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
    To Acquire:
    Craft
    Divine
    Stealth 8
    On any check, discard to bless.
    On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
    Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
    Hourglass Card 2 Alase/MorkXII:
    Spoiler:
    Hourglass Card 2 Alase/MorkXII
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Hourglass Card 3 Arabundi/Gimry:
    Spoiler:
    Hourglass Card 3 Arabundi/Gimry
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 4 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 4 Seoni/EmpTyger
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Hourglass Card 5 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 5 Agna/Grimsnik
    The Queen Mother
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Knowledge check is blessed.
    To Acquire:
    Wisdom
    Knowledge 4+#
    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
    Hourglass Card 6 Alase/MorkXII:
    Spoiler:
    Hourglass Card 6 Alase/MorkXII
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
    To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.
    Hourglass Card 7 Arabundi/Gimry:
    Spoiler:
    Hourglass Card 7 Arabundi/Gimry
    Gozreh's Growth
    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    Veteran
    When this is the hour: On your check against an Animal or Elemental card, add 1d4.
    To Acquire:
    Wisdom
    Divine
    Survival 4+#
    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
    Hourglass Card 8 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 8 Seoni/EmpTyger
    The Cyclone
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
    To Acquire:
    Strength
    Survival 4+#
    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
    Hourglass Card 9 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 9 Agna/Grimsnik
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    Veteran
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    Wisdom
    Divine
    Perception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Hourglass Card 10 Alase/MorkXII:
    Spoiler:
    Hourglass Card 10 Alase/MorkXII
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Hourglass Card 11 Arabundi/Gimry:
    Spoiler:
    Hourglass Card 11 Arabundi/Gimry
    The Midwife
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a monster.
    To Acquire:
    Wisdom
    Divine 4+#
    When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
    Hourglass Card 12 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 12 Seoni/EmpTyger
    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.
    Hourglass Card 13 Agna/Grimsnik:
    Spoiler:
    Hourglass Card 13 Agna/Grimsnik
    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 14 Alase/MorkXII:
    Spoiler:
    Hourglass Card 14 Alase/MorkXII
    The Hidden Truth
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
    To Acquire:
    Intelligence
    Stealth 4+#
    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.
    Hourglass Card 15 Arabundi/Gimry:
    Spoiler:
    Hourglass Card 15 Arabundi/Gimry
    Grandmother Nightmare
    Core
    Blessing 3
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
    To Acquire:
    Intelligence
    Arcane
    Divine 8
    On any check, discard to bless.
    On a check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.

    Location #6: Ruin
    Urban
    At This Location: When a monster is undefeated, shuffle a new monster into the location.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Shuffle a new monster into another location.
    M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Arabundi/Gimry, Seoni/EmpTyger, Agna/Grimsnik, Alase/MorkXII, 1 Trap

    Ruin Card 1:
    Rippling-Sapphire-Crown
    7-99
    Story Bane 1
    Type: Monster
    Traits:
    Outsider
    Protean
    Veteran
    To Defeat:
    Combat 12+##
    THEN Charisma Arcane Diplomacy Divine 10+#
    Roll 1d4 twice, rerolling duplicates. This monster is resistant to:
    1. Acid
    2. Cold
    3. Electricity
    4. Fire
    Before acting, you may uncheck a skill feat on your character or role card and check a different skill feat.
    On the combat check to defeat, reroll 1 die that shows the highest value, then reroll 1 die that shows the lowest value.
    After acting, suffer the scourge Dazed.
    Ruin Card 2:
    Death's Touch
    CotCT
    Spell 4
    Traits:
    Arcane
    Attack
    Divine
    Magic
    Undead
    To Acquire:
    Intelligence
    Arcane 11
    OR Wisdom
    Divine 13
    For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.

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

    Ruin Card 3 (Evoker):
    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.


    Recharge Blessing of Zon-Kuthon

    Alase wrote:

    Skills and Powers:
    Skills

    STRENGTH d6
    DEXTERITY d6
    CONSTITUTION d6
    INTELLIGENCE d6
    WISDOM d8
    Perception +2
    Survival +2
    CHARISMA d10 +4
    Arcane +2

    Powers
    God Caller
    Hand Size 6 [X5] 7 ☐ 8
    Proficient With Light Armors Arcane
    After you play an Attack spell, bury it.
    At the start or end of your turn, you may examine the top card of the cohort Tonbarse’s location (☐ then, if it is a blessing, you may encounter it), then ([X1] you may) shuffle that deck, then draw Tonbarse.
    When you play a blessing ([X2] or a spell or an ally) on a check by a character at Tonbarse’s location, you may recharge it ([X4] or shuffle it into your deck) instead of discarding it. (☐ You may add d8s instead of the normal dice added by the card.)
    [X3] When you encounter a card and Tonbarse is displayed, you may display him at your location. (☐ If you do, add 1d4 to your combat checks during the encounter.)
    ☐ While you attempt a check to acquire (☐ or would banish) a card that has an adventure deck number at least 2 less than the scenario's adventure deck number, you may recharge a blessing to gain the skill Divine: Charisma +2.
    ☐ When a character at Tonbarse's location is dealt damage, that character may recharge any number of blessings to reduce all damage by 2 for each blessing recharged.

    Favored Card Type: Spell or Blessing
    Weapon 0 ☐ 1
    Spell 5 [X2] 6 [X4] 7 [X5] 8
    Armor 1 ☐ 2
    Item 2 ☐ 3 ☐ 4
    Ally 2 [X6] 3
    Blessing 5 [X1] 6 [X3] 7
    Cohort: Tonbarse

    Hand: Haste, Fortune-Teller, Blessing of Achaekek, Blessing of Maat, Blessing of Pharasma
    Displayed: Exhausted, Tonbarse
    Deck: 10 Discard: 4 Buried: 3
    Hero Points: 1 Shirt Reroll Available (7-99C): No
    Notes: Tonbarse at: Ruin
    For the rest of the adventure path, when a power on a Protean monster would cause you to reroll, you may ignore that effect.
    Haste:
    Haste
    Spell 2

    Traits
    Magic
    Arcane

    Powers
    At the end of the turn, discard this card to move a willing character.
    Discard this card to explore your location.
    If you do not have the Arcane skill, banish this card. Succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Blessing of Achaekek:
    Blessing of Achaekek
    Blessing 1

    Traits
    Divine
    Achaekek

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing of Maat:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessing of Pharasma:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Tonbarse:
    Tonbarse
    Cohort B

    Traits
    Outsider
    Eidolon
    Arcane
    Veteran
    Owner: Alase

    Powers
    Display this card next to a location. While displayed, for your combat check at that location, you may use your Arcane skill plus the scenario's adventure deck number and add the Melee trait. When a character at that location encounters a bane, you may give a card to that character or that character may recharge a card.
    While displayed, if you have the Summoner trait, you may draw this card at the start or end of your turn.


    Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    Hourglass: Gold-Fisted o’clock: When you acquire a boon, you may recharge a card.
    Exploring Ruin 2: Death's Touch

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

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


    Mastery, revealing Magnetic Grimoire
    Arcane 11: 1d12 + 5 + 4 + 1d4 ⇒ (3) + 5 + 4 + (2) = 14
    Death’s Touch is acquired. Drawing Toad

    “The ruins are heavy with death magicks,” Arabundi had observed. Seoni tapped into that power as they neared the final confrontation.

    Discarding Toad to explore Ruin 1: Rippling-Sapphire-Crown

    Rippling-Sapphire-Crown:
    Story Bane 1
    Type: Monster
    Traits:
    Outsider
    Protean
    Veteran
    To Defeat:
    Combat 12+##
    THEN Charisma Arcane Diplomacy Divine 10+#
    Roll 1d4 twice, rerolling duplicates. This monster is resistant to:
    1. Acid
    2. Cold
    3. Electricity
    4. Fire
    Before acting, you may uncheck a skill feat on your character or role card and check a different skill feat.
    On the combat check to defeat, reroll 1 die that shows the highest value, then reroll 1 die that shows the lowest value.
    After acting, suffer the scourge Dazed.

    1 Trap springs!
    Resistances: 2d4 ⇒ (4, 4) = 8
    Fire, Fire. Ignoring reroll
    Discarding Dimension Leap to draw Blessing of the Spellbound
    Banishing Death’s Touch to recovery, mastery, revealing Magnetic Grimoire, recharging Blessing of the Spellbound, resistance, 1 trap
    Combat 12+10+4=26: 2d12 + 5 + 3d6 + 3 + 4 + 1d4 + 1d6 + 1 ⇒ (2, 12) + 5 + (2, 6, 1) + 3 + 4 + (4) + (2) + 1 = 42
    Ignoring rerolls
    Mastery, revealing Magnetic Grimoire, resistance. Alase shuffles Blessing of Achaekek into her deck
    Arcane 10+5+4=19: 3d12 + 5 + 4 + 1d4 ⇒ (3, 11, 8) + 5 + 4 + (4) = 35
    Seoni is Dazed. Rippling-Sapphire-Crown is banished

    “Come out, Rippling-Sapphire-Crown,” called Seoni. “We are just here to play a nice friendly game. You do like entertaining diversions, don’t you?” The sorcerer strode forward, an empty hand outstretched.

    Arabundi’s trap worked perfectly. The protean was incredibly cautious, having fortifying itself against Seoni’s sorcery. But could not resist the call of amusement. The protean emerged, and tentatively shook Seoni’s clawed hand. Her talons latched into the protean. Rippling-Sapphire-Crown howled in pain, and tried to break free of her grasp, but it could not escape her deadly touch. “No, no more rerolls. You don’t get to change the rules whenever you don’t like the outcome.” The protean attempted to open a rift to escape through. “No more rematches either. We won at Kaer Maga, at Lastwall, at Oakheart.” The nascent portal dissolved in red wave of sorcery.

    “You challenged a grand master. You lost.” The protean collapsed to the ground, no longer smiling. “Game over.”

    We win!

    Silver Crusade RPG Superstar 2014 Top 16

    Development
    And that, you assure the Pathfinder Society
    leaders at the Grand Lodge, is how it happened.
    You vanquished Rippling-Sapphire-Crown
    before the protean could gain a foothold in the
    world. All is well. The necromantic artifact is
    secure, Oakhurst is safe, and Vellumis is...well,
    no less intact than the usual and proper course
    of history would have it. And you’re definitely
    not kobolds. Your tour through the journeys of
    heroes is over, and you feel you can put it all
    behind you at last.

    Acquired:
    Sable Company Leathers (Armor 3)
    Achaekek's Claws (Blessing 4)
    Cayden Cailean's Revelry (Blessing 1)
    Death's Touch (Spell 4)
    Aid (Spell 0)

    Reward:
    Each character chooses a type of boon, then adds a level # boon of that type.
    PACS characters may choose a bonus deck upgrade.
    Each player may choose one of their PACS characters. That character gains the following power: "When you encounter a Kobold monster, you may replace one combat check to defeat it with the following check: Charisma or Diplomacy 8+#."

    Adventure reward:
    Each character gains a hero point that cannot be spent on a feat.
    Each player may choose one of their PACS characters. That character gains the following power:
    "When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap'. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed."


    Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    Hero Point: Skill Feat: WIS+2
    Gaining Hero Point
    Upgrading Spell 1 into Pyrotechnic Blast into Spell 5 Life Leech
    Upgrading Spell 1 Sphere of Fire into Spell 4 Acid Rain
    When you encounter a Kobold monster, you may replace one combat check to defeat it with the following check: Charisma or Diplomacy 8+#.
    When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap'. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.

    Seoni sat atop the ruins alongside her kobold sorcerer doppelganger, chatting as the protean magicks faded. Inoes had recovered from the thrashing that Tonbarse had given her, and was demonstrating her healing technique to her counterpart. Seoni was, as always, curious. "You weren't a kobold any more than I. Who are you, normally?" Inoes smiled. "To an element master, form is ever fluid. Water can be anything: a storm of acid rain, a soothing elixir..." Both sorcerers laughed.

    Inoes smiled warmly, "Although I will remember your pyrotechnic methods." Seoni's eyes glowed in mirth. "A fireball does solve a lot of problems; a delayed blast fireball can prevent them outright. But your acid spells are powerful too.” The sorcerers exchanged techniques.

    As Inoes and history faded around her, Seoni was unusually introspective. Rippling-Sapphire-Crown may have intended their pranks to create uncertainty about the past, but instead the Pharasman found herself having doubts about the future. Seoni was back in her human form, yes, but the protean magic had undeniably changed her.

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