[PACS] Curse of the Crimson Throne [Gimry]

Game Master Gimry

SCENARIO 5B: SHADOWS ON THE WING
Hands/Loot
1. Balazar/Iceman91
2. Varian/Bigguyinblack
3. Kyra/Gimry
4. Amiri/Matsu_Kurisu


551 to 600 of 827 << first < prev | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | next > last >>
Wayfinders

Deck Handler

Continue turn
Trigger: Encounter 4: Vortex of Madness, Barrier 4, Intelligence 11

Spoiler:
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.

Intelligence 1d6, Kyra discards The Healing Light +1d6
Kyra displays embiggen d4->d8, d6->d10, d8->12, d10->d12, d12->d20
Intelligence 11: 1d10 + 1d10 ⇒ (1) + (1) = 2 Ouch. Use Hero Point. 1 remaining
Intelligence 11: 1d10 + 1d10 ⇒ (5) + (10) = 15 Banished
then may shuffle (Yes) then may explore Topcard (3,5): 1d2 ⇒ 2 Henchman Proxy A4 Lyrune-quah Moon Maiden (Proxy A): Special
Spoiler:
Ally
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]
Summon & encounter M1: Accursed Priest: Combat 19(11+4+4)
[spoiler]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.

reveal ac Wounding Spear-axe 1d12+1+2+1d8+1, rage(Blackjack's Gear) +1d8+2+1, recharge ac Magic Spiked Full Plate +1d4
embiggen: d4->d8, d6->d10, d8->12, d10->d12, d12->d20
Combat 19: 1d20 + 1 + 2 + 1d12 + 1 + 1d12 + 2 + 1 + 1d8 ⇒ (5) + 1 + 2 + (4) + 1 + (12) + 2 + 1 + (8) = 36 Use Paizo reroll
Combat 19: 1d20 + 1 + 2 + 4 + 1 + 12 + 2 + 1 + 8 ⇒ (13) + 1 + 2 + 4 + 1 + 12 + 2 + 1 + 8 = 44 Success >+20 gain 1 Respect
Monster defeated, display Proxy A4 Lyrune-quah Moon Maiden @ #1: Repository

End of Turn
Amiri.EoT Move to ( )

Recovery

Reset
Recharge
Discard
Draw Shock Glaive, lt Ausio Carowyn, Helm of the Valkyrie

Summary
Location = #1: Repository (3 )
Acquired = 1: Magic Spiked Full Plate,
Banished = 2: Phantasmal Apparition, 4: Vortex of Madness, M1: Accursed Priest
Examined = 3: Wyrmsmite,
Displayed = 5: Proxy A4 Lyrune-quah Moon Maiden
Moved =

Respect = 0+1 = 1

From Box = M1: Accursed Priest

Give = ac Good Omen to Kyra/Gimry

Used = Kyra recovery ac Good Omen, Kyra displays embiggen, Kyra discards The Healing Light, Use Hero Point. 1 remaining, Use Paizo reroll

Other =

"

Amiri wrote:

Hand: ac Wounding Spear-axe, Crowbar (Classic), Shock Glaive, lt Ausio Carowyn, Helm of the Valkyrie,

Displayed: ac Silver War Paint, ac Trinia Sabor,
Deck: 11 Discard: 3 Buried: 3
Hero Points: 1
NOTES:
Available Support: Distant: Any available
Local: Any available
Movement: On Close:
Other: Hi I'm Amiri! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Wanderer, Blessing of the Gods, ac Persona Mask, Magic Chain Mail, Blackjack's Daggers, Pharasma's Knowing (2), Dragonbane Greatsword, Pharasma's Knowing, Blessing of Lamashtu, Our Lord in Iron
Recharged: ac Magic Spiked Full Plate,
Discard Pile: Korvosan Guard, Wayfinder, hw The Keep,
Buried Pile: Giantbane Greataxe, Cold Iron Greatsword, Blackjack's Gear,

Skills and Powers:
SKILLS
Strength d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Melee: Str +2
Dexterity d6 ☐ +1 ☐ +2
- Acrobatics: Dexterity +3
- Stealth: Dexterity +3
Constitution d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Fortitude: Con +1
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
- Survival: Wis+2
Charisma d4 ☐ +1
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 ☑ 5 ☐ 6 ☐ 7
Proficiencies:
Armor [ X] | Weapon
ROLE:
Base
POWERS:
On your Strength check or your check against a monster, you may bury a card from your hand (☐ or discards) to add your Fortitude skill.
Closing your location does not prevent you from exploring (☐ and after you close your location, you may draw a card).
At the end of your turn, you may move; any local characters may move with you.
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
☐ When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
☐ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
[x] Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

"

Wayfinders

Deck Handler

The Healing Light check was successful
heal card: 1d3 ⇒ 3 (hw The Keep)


End of Amiris turn.

Kyra attempts to recover all cards in her Recovery pile.
Good Omen: Divine 8: 1d10 + 4 + 1d4 ⇒ (10) + 4 + (1) = 15 -> Good Omen recharged.
Embiggen: Divine 10: 1d10 + 4 + 1d4 ⇒ (8) + 4 + (4) = 16 -> Embiggen recharged.

"

Kyra wrote:

Hand: Morningstar, Holy Light, Holy Symbol,

Displayed: Gray Maiden Plate,
Deck: 13 Discard: 6 Buried: 0
Current Location: Repository
Hero Points: 2
Used: 1 // Kyra has the following scourges marked:
Honor-Tested:
While Marked:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.

When you evade a monster, remove this scourge.

At the end of the scenario, gain 1 respect point.


NOTES:
Available Support:

Other: Paizo reroll used for scenario CoCT-4A?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Glorious Warhammer, Augury, Magistrate, Mistform, Divine Fortune, Cure, Desna's Freedom, Divine Insight, Blessing of Cayden Cailean, Flaming Mace, Thundering Earthbreaker
Recharged: Good Omen, Embiggen,
Discard Pile: Pearl of Wisdom, The Big Sky(HW), The Paladin, Blessing of Sivanah, The Real Rabbit Prince, The Healing Light,
Buried Pile:

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

Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Armor,Divine, ☑ Weapon
POWERS:
On a local check against an Outsider or Undead bane, add 1d4 (☑ 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to (☑ remove a Scourge from a local character) or heal a local character a card.

"


Balazar reveals the Collapse
Open Location: 1d3 ⇒ 1
Amiri and Kyra encounter the Collapse

During This Adventure:

  • The Harrow suit is Hammers.
  • Add 1d4 to Strength non-combat checks.
  • When you play your harrow, you may draw a weapon or an armor from your discards.
  • When you gain a respect point, record it on your Chronicle sheet. (Please track your own Respect points on your character sheet.)

    During This Scenario:

  • When you move to or from the Base without playing a boon to move, bury a boon.
  • When you succeed at a check to defeat by 20 or more, gain 1 respect point.
  • When you advance the hour, if it is Proxy B, each character at a random occupied location summons and encounters the non-closing henchman Collapse. Then banish the proxy.
  • When you acquire a Lyrune-Quah Moon Maiden, display it at your location and suffer the scourge Honor-Tested. (Note; Honor-Tested can reward you with a Respect Point.)
  • You can only guard if you are marked with the scourge Honor-Tested or if a Lyrune-Quah Moon Maiden is displayed at your location.

    Story Banes:

  • Danger: Randomly choose a new Critter story bane Roll 1d6 and choose from Critter Story Bane
  • Villain: Red Reaver
  • Loot Ally Proxies: Lyrune-Quah Moon Maiden - Proxy A
  • Hourglass Non-Closing Henchmen: Collapse - Proxy B

    Lyrune-quah Moon Maiden (Proxy A):

    Ally
    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.

    Collapse (Proxy B):

    Story Bane
    Type: Barrier
    Traits: Obstacle Veteran
    To Defeat: Dexterity Wisdom 8+# OR Acrobatics Perception 6+#
    If undefeated, suffer 1d4 Combat damage, then succeed at a Strength 5+# check or suffer the scourge Entangled.

    Red Reaver (Villain):

    Story Bane
    Type: Monster
    Traits: Aberration
    To Defeat: Combat 25
    When encountered, each character who is not marked with the scourge Honor-Tested suffers the scourge Frightened and summons and encounters the story bane Collapse.

    Additional Rules:

    Acquired Cards:

    Nightspear (Ally 4)
    The Real Rabbit Prince (Blessing 1)
    The First (Blessing 3)
    Sands of the Hour (Blessing 0)
    Blackjack's Gear (Item 4)
    Dust of Revealing (Item 4)
    Persona Mask (Item 3)
    Ice Strike (Spell 3)
    Harrowing (Spell 3)
    Mistform (Spell 3)
    Thundering Earthbreaker (Weapon 4)
    Wounding Spear-axe (Weapon 3)

    Scenario Level (#): 4

    Turn: 19, Balazar/Iceman91

    Random Cards:

    Monsters
    Spoiler:
    Spectre
    Core
    Monster 2
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    Immune to Mental and Poison.
    Resistant to Animal.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Drained.

    Spoiler:
    Unseen Sentinel
    Core
    Monster 2
    Traits:
    Outsider
    To Defeat:
    Combat 11
    Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
    Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
    This encounter cannot be avenged.

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

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

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

    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:
    Flask of Curses
    CotCT
    Barrier 2
    Traits:
    Curse
    Trap
    To Defeat:
    Intelligence
    Craft 7
    OR Wisdom
    Perception 8
    If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.

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

    Spoiler:
    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:
    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.

    Weapons
    Spoiler:
    Cleaving Battleaxe
    CotCT
    Weapon 2
    Traits:
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.

    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:
    Returning Totem Spear
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Magic
    Melee
    Ranged
    Respect
    Spear
    To Acquire:
    Strength
    Melee 12
    OR Dexterity
    Ranged
    Survival 14
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
    If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Frost Longbow
    Core
    Weapon 2
    Traits:
    2-Handed
    Bow
    Cold
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
    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:
    Shock Glaive
    Core
    Weapon 2
    Traits:
    2-Handed
    Electricity
    Magic
    Melee
    Polearm
    Slashing
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spells
    Spoiler:
    Twisted Space
    Core
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    When a character encounters a monster, banish to let them evade it; a local character may encounter it.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    Spoiler:
    Enlarge
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    Display next to a local character.
    While displayed:
    * This character's Strength and Constitution dice are each d12.
    * At the end of the turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.


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

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


    Spoiler:
    Full Pouch
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    Display. While displayed:
    * When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
    * At the end of your turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 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:
    Helm of the Valkyrie
    Core
    Armor 2
    Traits:
    Heavy Armor
    Helm
    To Acquire:
    Constitution
    Fortitude 8
    When you suffer Combat damage, freely reveal to reduce it by 1.
    If proficient, when you suffer any damage, freely reveal to reduce it by 1.
    At the end of your turn, recharge to move.
    After playing this armor, you may not play a Helm boon this encounter.

    Spoiler:
    Glamered Leather Armor
    Core
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 7
    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 Diplomacy or Stealth check, you may draw this card to add 1d4.

    Spoiler:
    Magic Klar
    CotCT
    Armor 2
    Traits:
    Offhand
    Shield
    Magic
    To Acquire:
    Constitution
    Fortitude
    Melee
    Survival 9
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
    After playing this armor, you may not play a 2-Handed boon this encounter.

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

    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:
    Horn of Blasting
    CotCT
    Item 2
    Traits:
    Instrument
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
    If proficient, recharge instead.

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

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


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

    Spoiler:
    Liquid Courage
    CotCT
    Item 2
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 9
    Display. While displayed:
    * Remove your scourge Frightened.
    * You may banish to ignore a monster's before acting powers.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 11 check to recharge this card.


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

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

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


    Spoiler:
    Noble
    Core
    Ally 2
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 9
    On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.

    Spoiler:
    Magistrate
    CotCT
    Ally 2
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 9
    On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
    Discard to explore. This exploration, on your checks against Human cards, add 1d6.

    Blessings
    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:
    Grandmother Nightmare
    Core
    Blessing 3
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
    To Acquire:
    Intelligence
    Arcane
    Divine 8
    On any check, discard to bless.
    On a check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.

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

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

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

    Hour Power: At the start of your turn, you may recharge any number of cards then reset.

    Current Hour:

    The Survivor:
    The Survivor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless; if this would add 1d4, bless twice instead.
    Discard to explore.

    Hours Remaining: 8

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 Varian/Bigguyinblack
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 2 Kyra/Gimry:
    Spoiler:
    Hourglass Card 2 Kyra/Gimry
    The Fiend
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
    To Acquire:
    Strength
    Melee 4+#
    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.
    Hourglass Card 3 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 3 Amiri/Matsu_Kurisu
    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 4 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 4 Balazar/Iceman91
    Lady of Valor
    Core
    Blessing 3
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On another character's check to defeat, discard to add 2d8; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 5 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Varian/Bigguyinblack
    The Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
    To Acquire:
    Dexterity
    Melee 4+#
    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.
    Hourglass Card 6 Kyra/Gimry:
    Spoiler:
    Hourglass Card 6 Kyra/Gimry
    Henchman Proxy B3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Hourglass Card 7 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 7 Amiri/Matsu_Kurisu
    Henchman Proxy B2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Hourglass Card 8 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 8 Balazar/Iceman91
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers.
    To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.

    Location #0: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 4
    Located/Displayed Here: None

    Base Card 1:
    Thousand Bones
    CotCT
    Supporter 1
    Traits:
    Human
    Shaman
    Display. While displayed:
    * You may bury to heal a character 1d4+1 cards.
    * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
    Base Card 2:
    Laori Vaus
    CotCT
    Supporter 3
    Traits:
    Cleric
    Elf
    Display. While displayed:
    * After you discard cards as damage, you may draw a card.
    * ? When you would fail your combat check, you may bury to add 1d8.
    Base Card 3:
    Vencarlo Orisini
    CotCT
    Supporter 1
    Traits:
    Expert
    Human
    Display. While displayed:
    * On any combat check, after the roll, you may bury to add 1d6.
    * ? On any combat check, you may bury to reroll.
    Base Card 4:
    Ishani Dhatri
    CotCT
    Supporter 2
    Traits:
    Cleric
    Human
    Display. While displayed:
    * You may bury to heal each local character a card.
    * You may bury to remove a scourge from each local character.
    * ? You may bury to draw a new blessing.

    Location #1: Repository
    Sacred
    Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Amiri/Matsu_Kurisu, Kyra/Gimry, Lyrune-quah Moon Maiden
    Repository Card 1:
    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.

    Location #2: Shrine
    Sacred
    Urban
    At This Location: On your Divine checks, add 2.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may draw a new blessing.
    M: 1 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
    Located/Displayed Here: Varian/Bigguyinblack, Lyrune-quah Moon Maiden (Displayed), Red Reaver(Shuffled)
    Shrine Card 1:
    Inquisitor Devil
    CotCT
    Monster 3
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 17
    OR Arcane 10
    Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
    While acting, when another character plays a card, they suffer 1 Cold damage.
    If undefeated, suffer the scourge Poisoned.
    Shrine Card 2:
    Red Reaver
    CotCT
    Story Bane 4
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 25
    When encountered, each character who is not marked with the scourge Honor-Tested suffers the scourge Frightened and summons and encounters the story bane Collapse.
    Shrine Card 3:
    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.
    Shrine Card 4:
    Brain Mold
    CotCT
    Barrier 4
    Traits:
    Obstacle
    Plant
    To Defeat:
    Intelligence
    Knowledge 10
    OR Wisdom
    Survival 7
    Before acting, mark your location with the scourges Drained and Poisoned.
    If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
    If undefeated, display this barrier at your location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When this location is closed, banish this barrier.
    Shrine Card 5:
    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.
    Shrine Card 6:
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Shrine Card 7 (Symbol of Insanity):
    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.
    Shrine Card 8 (Brawl):
    Brawl
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Dexterity
    Melee 4+#
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1+# Combat damage.
    After all encounters, if any character defeated this barrier, banish it.

    Location #3: Reading Room
    Sacred
    Urban
    At This Location: On your check, if the hour is Harrow, add 1.
    When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
    When Permanently Closed: Heal a blessing.
    M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Balazar/Iceman91, Lyrune-quah Moon Maiden (Displayed)
    Reading Room Card 1:
    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.
    Reading Room Card 2:
    Firepelt Cougar
    CotCT
    Ally 4
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 12
    On a local combat check, reload to add 1d6.
    Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
    Reading Room Card 3:
    Poison Blast
    CotCT
    Spell 3
    Traits:
    Arcane
    Attack
    Magic
    Poison
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, banish to use Arcane + 2d12.
    On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.

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


    Location #6: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1:
    Mammoth
    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 18
    OR Survival 9
    Before acting, each local character suffers 1 Combat damage.
    Cards Not In the Box Card 2:
    Dandasuka
    CotCT
    Monster 3
    Traits:
    Outsider
    Rakshasa
    To Defeat:
    Combat 11
    Resistant to Attack. Vulnerable to Piercing.
    Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
    After the roll, if the check was not blessed, reroll 1 die showing the highest value.
    Cards Not In the Box Card 3:
    The Big Sky
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: At the start of your turn, you may remove 1 of your scourges.
    To Acquire:
    Strength
    Stealth 4+#
    On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
    Discard to explore, or to move then explore.
    Cards Not In the Box Card 4:
    The Beating
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
    To Acquire:
    Strength
    Melee 4+#
    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.
    Cards Not In the Box Card 5:
    The Uprising
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: Your non-combat check against a bane is blessed.
    To Acquire:
    Strength
    Diplomacy 4+#
    On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
    Discard to explore.
    Cards Not In the Box Card 6:
    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.


  • I'm going to auto fail the collapse and take the damage

    Damage: 1d4 ⇒ 1
    Draw my armor and redisplay

    Strength 9(5+4): 1d8 + 2 ⇒ (2) + 2 = 4

    Roll Details:

    Strength - 1d8+2

    Suffer Entagled


    Deck Handler

    Off-turn: no activity

    Balazar's turn
    Hour of The Survivor
    At the start of your turn, you may recharge any number of cards then reset.

    SoT: No recharge or reset

    Stay at Reading Room
    On your check, if the hour is Harrow, add 1. (It is!)

    Recharge Fortune-teller and call boon, examining and encountering Volcanic Storm
    Arcane 11: 1d10 + 5 + 1 ⇒ (10) + 5 + 1 = 16 Success

    Discard Volcanic Storm to draw a monster (Spectre). Banish it to draw Locate Object.

    Cast Locate Object to examine and encounter #2: Firepelt Cougar
    Recharge Magistrate, discard Blessing of Iomedae
    Wis 12: 1d6 + 1d8 + 1d6 + 1 ⇒ (1) + (5) + (4) + 1 = 11 Paizo reroll
    Wis 12: 1d6 + 5 + 4 + 1 ⇒ (5) + 5 + 4 + 1 = 15 Success

    Cast Augury for spell and examine Poison Blast.
    Just cycling

    Free explore of #3: Poison Blast
    Arcane 12: 1d10 + 5 + 1 ⇒ (8) + 5 + 1 = 14 Success

    Discard Poison Blast to draw a monster (Unseen Sentinel). Banish it to draw Embiggen.

    Close empty location: Summon The Foreign Trader
    Harrow blessing = automatic

    WPC: Heal The Beating
    Move to Shrine.

    Cast Harrowing at Shrine.
    Banish Mammoth to draw a monster (Azer). Banish it to draw Ruan Murikova.

    End turn
    Recover Locate Object: Arcane 8: 1d10 + 5 ⇒ (6) + 5 = 11
    Recover Augury: Arcane 8: 1d10 + 5 ⇒ (1) + 5 = 6

    Balazar wrote:

    Hand: Good Omen, Embiggen, Sage's Journal, Firepelt Cougar, Ruan Mirukova, The Peacock, The Foreign Trader, The Lucky Drunk,

    Displayed: Padrig, Gray Maiden Plate, Harrowing,
    Deck: 7 Discard: 11 Buried: 0
    Hero Points: 3
    Used Reroll: Y // Balazar has the following scourges marked:
    Honor-Tested:
    While Marked:
    When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.

    When you evade a monster, remove this scourge.

    At the end of the scenario, gain 1 respect point.


    NOTES:
    Available Support: Harrowing is active (+2 to Str checks at Shrine until it closes), Embiggen, Journal (for a d8 +2), Ruan (for a d4), Cougar (for a d6 on combat), and Blessings are available.
    Other: All local characters add d8 to any check against a summoned monster.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bound Imp, Fortune-teller, The Beating (Harrow), The Paladin, Staff of Minor Healing, Magistrate
    Recharged: Locate Object,
    Discard Pile: Enchanted Fang, Dandasuka, The Snakebite, Fire Shield, The Healing Light, Fate-reader Lenses, Haste, Volcanic Storm, Blessing of Iomedae, Poison Blast, Augury,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Int +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Arcane: Cha +2

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    Arcane
    POWERS:
    After you play an attack spell, banish it.
    You may discard a spell to draw a new monster.
    When you defeat a monster and would banish it, you may draw it instead.
    You may banish a monster from your hand to draw a card (□ or add d4 to any check to defeat a barrier) (□ or add d4 to any check to acquire a weapon, armor, or item).
    On a local check against a summoned monster, add d8.
    After drawing starting hands, you may discard a new Harrow blessing.


    deck handler

    Benefaction: No effect. Draw 4 cards Safe Haven, Lady of Valor, Ice Strike, and The Carnival. Recharge 4 cards Safe Haven, Frost Ray (Core), Ice Strike, and Chain Lightning (Core). Display Enlarge.

    Shrine Card 1: Inquisitor Devil:

    CotCT
    Monster 3
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 17
    OR Arcane 10
    Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
    While acting, when another character plays a card, they suffer 1 Cold damage.
    If undefeated, suffer the scourge Poisoned.

    Honor-Tested discard The Uprising to add 3 to my checks.

    arcane 10 aided by Honor-Tested: 1d12 + 8 ⇒ (2) + 8 = 10

    Discard Lady of Valor to explore.

    Shrine Card 2: Red Reaver:

    CotCT
    Story Bane 4
    Type: Monster
    Traits:
    Aberration
    To Defeat:
    Combat 25
    When encountered, each character who is not marked with the scourge Honor-Tested suffers the scourge Frightened and summons and encounters the story bane Collapse.

    I think Amiri suffers the scourge Frightened and summons and encounters the story bane Collapse. Discard Ring of Protection (Core) to Honor-Tested. Asking Balazar for Embiggen.

    combat 25 revealing Shadowless Sword, aided by Enlarge, aided by Embiggen, revealing Sage's Journal (Core), aided by Harrow, Honor-Tested, discard The Carnival to bless: 2d20 + 1d12 + 1d8 + 7 ⇒ (3, 6) + (10) + (5) + 7 = 31

    Draw random blessing #1 The Foreign Trader on close. Move to Repository. Before hand reset recharge Soothing Word and Enlarge.[/b]

    Varian wrote:

    Hand: Shadowless Sword, Sage's Journal (Core), The Foreign Trader 2, Embiggen, Vampiric Touch, Nightspear, Bound Imp (Core),

    Displayed: Keppira D'bear, Blackjack's Gear, Radovan (Core),
    Deck: 8 Discard: 10 Buried: 4
    "Current Location: Repository
    Hero Points: 4 // Varian has the following scourges marked:
    Honor-Tested:
    While Marked:
    When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.

    When you evade a monster, remove this scourge.

    At the end of the scenario, gain 1 respect point.

    "
    "NOTES:
    Available Support: Blessings are available for use.
    Folio Reroll: used
    Respect Points: 1

    Keppira D'bear: * On all checks against Undead banes, add 1d4.
    * You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.

    The Foreign Trader: On a local non-combat check, discard to bless and add your Intelligence die. (1d12)

    Nightspear: At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.

    Embiggen: Freely display next to a local character. While displayed: On that character’s checks, replace all dice as follows: d4->d8, d6->d10, d8->12, d10->d12, d12->d20 (if you have one). At the end of the turn, banish.

    Movement: Move me with the group if my location closes.
    Other: Hi I'm Varian! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Good Omen (Core), Augury, Safe Haven, Frost Ray (Core), Ice Strike, Chain Lightning (Core), Soothing Word, Enlarge,
    Discard Pile: Appleslayer, Salvator Scream, Djinn, Sands of the Hour, The First, The Foreign Trader, The Uprising, Lady of Valor, Ring of Protection (Core), The Carnival,
    Buried Pile: Neolandus Kalepopolis, Amin Jalento, Cressida Kroft, Dust of Revealing,
    "
    Skills and Powers:
    SKILLS
    Strength d6 [ooc]☐ +1
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d4 ☐ +1
    Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Wisdom d6 ☐ +1 ☐ +2 ☐ +3
    Charisma d6 ☐ +1 ☐ +2

    "Acrobatics Dexterity +1"
    "Arcane Intelligence +2"
    "Knowledge Intelligence +2"
    "Perception Wisdom +1"

    Favored Card: Weapon or Spell
    Hand Size: 6 ☑ 7 ☐ 8
    Proficiencies:
    Arcane|Sword
    POWERS:
    On your check to recharge a spell, you automatically fail.
    Before you reset, you may recharge an Arcane spell ([x] or 2 Arcane spells) from your discards.
    On a local check at an Urban location, you may recharge a card to add 1d4 (☐ +1).
    [x] At the start of your turn, you may draw up to # cards, then recharge that number of cards.

    Shrine is closed.

    Balazar cast Embiggen.

    Amiri suffers the scourge Frightened and summons and encounters the story bane Collapse.

    At the start of Kyra's turn display Bound Imp (Core) to draw Good Omen (Core) and Augury. Cast Augury naming monster and let Kyra decide the order.

    Wayfinders

    Deck Handler

    Out of turn updates
    On Balazar's turn - Collapsed!
    Acrobatics 10(6+4)
    Acrobatics 1d6+3, Reveal Crowbar (Classic) +1d12, Bury ac Trinia Sabor +1d4+4
    Acrobatics 10: 1d6 + 3 + 1d12 + 1d4 + 4 ⇒ (2) + 3 + (2) + (1) + 4 = 12 Success

    Was Honor Tested on last turn, so Red Reaver BYA does not trigger for Amiri

    Wayfinders

    Deck Handler

    Location #1: Repository Guard
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    W1: Cleaving Battleaxe, Weapon 2 Melee 10
    Melee 1d12+1+2, discard Crowbar (Classic) +2d12, bury lt Ausio Carowyn +2d2
    Melee 10: 1d12 + 1 + 2 + 2d12 + 2d2 ⇒ (3) + 1 + 2 + (1, 10) + (1, 1) = 19 Success. Acquired and location Guarded
    We win!


    CCT-4A Victory!

    Development:
    You stand at the base of the silvery stone shrine, impressed by the long tail feathers of an immense star monarch carved into its facade. Above, an argent sphere caps the tower’s peak, as if the moon had fallen out of the sky to become impaled upon the steeple.

    Truthspeaker Akram thanks you for joining with the Moon Maiden warriors in removing the red reaver. Now that the House of the Moon is secure, he is willing to go with you to the lands of the Skoan-Quah.

    “We are a quiet people,” he says. “So when we speak, our words are heeded. You are hoping to gain passage into Sklar-Quah country, which will only come if you replicate the deeds of warriors past. Perhaps unfortunately for you, I know what deed Thousand Bones’s people prize the most."

    You shudder to think of what that might be. Seeing this, the Truthseeker tells you.

    “So, outlander. Have you ever been inside a fire worm?”

    Scenario Reward:

  • Rally the supporter Truthspeaker Akram.
  • Loot: Ally Lyrune-quah Moon Maiden.
  • 1 XP, 1 Hero Point

    Truthspeaker Akram:

    Supporter
    Traits: Human Skald
    Display. While displayed: * You may bury to examine all cards in a location, then shuffle the location. * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll.

    Lyrune-quah Moon Maiden:

    Ally
    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.

    Acquired cards
    Nightspear (Ally 4)
    Firepelt Cougar (Ally 4)
    Magic Spiked Full Plate (Armor 3)
    The Real Rabbit Prince (Blessing 1)
    The First (Blessing 3)
    The Foreign Trader (Blessing 1)
    The Lucky Drunk (Blessing 3)
    The Snakebite (Blessing 1)
    Sands of the Hour (Blessing 0)
    Silver War Paint (Item 4)
    Fate-reader Lenses (Item 3)
    Blackjack's Gear (Item 4)
    Dust of Revealing (Item 4)
    Persona Mask (Item 3)
    Poison Blast (Spell 3)
    Safe Haven (Spell 4)
    Ice Strike (Spell 3)
    Harrowing (Spell 3)
    Volcanic Storm (Spell 3)
    Good Omen (Spell 1)
    Mistform (Spell 3)
    Thundering Earthbreaker (Weapon 4)
    Wounding Spear-axe (Weapon 3)
    Cleaving Battleaxe (Weapon 2)


  • SCENARIO 4B: THE BELLY OF THE BEAST
    “I am here to witness, and to tell of what I see,” says Truthspeaker Akram. This is why you brought him here, to the bleakest part of the Cinderlands. Over the sound of the earth rumbling, the elder Thousand Bones speaks the legend aloud.

    “Long ago, the Sklar-Quah warrior Skurak slew his brother. Although Skurak claimed the death was a hunting accident, the Sun Shaman declared him an outlander. Before Skurak was cast out, he swore he would be born again and return to his tribe. He went to the killing grounds of great Cindermaw the Clan-Eater armed with only a dagger. Without fear, he dove into the beast’s mouth and cut his way out. He returned to the clan and declared he had been reborn, leaving his misdeeds in the cleansing fire of Cindermaw’s belly. The Sun Shaman accepted this and Skurak’s time as an outlander was spoken of no more.”

    From the hilltop, you look down on the blasted valley below. The ground rumbles, and a deer skitters for cover. It is of no use. The ground erupts in fire, and a giant blazing worm swallows the creature whole.

    “You cannot kill Cindermaw,” says Thousand Bones. “For what is the worth of a foe if he may be vanquished? Instead, you must do as Skurak did: enter the mouth of the fire worm and cut your way out. Then you will have the respect of the Skoan-Quah, and their safe passage to the lands of the Sun People.”

    Cindermaw retreats into the soil and the tremors cease. Except for a large swath of burnt earth, the valley is peaceful again.

    “Careful how you run,” Thousand Bones advises. “If you make too much noise, you will draw out Cindermaw and be bathed in fire. That is not how you become a legend. Time your strides correctly, and you will outfox the mighty worm. Fail, and you will be but one more burn mark along the ground.”

    SETUP:

  • After building the locations, shuffle into the Cinderlands a number of monsters equal to twice the number of characters and a number of barriers, weapons, and allies equal to the number of characters.

    LOCATIONS:

  • Base
  • 1 - Cinderlands

    Story Banes:
    Danger: Inferno
    Villain: Cindermaw
    Henchmen: None

    DURING THIS SCENARIO:

  • When you move to or from the Base without playing a Boon to move, bury a card
  • When you fail a check to defeat Cindermaw, gain the scourge Honor-Tested. While marked with this scourge, at the start of your turn, suffer 1d4-1 Fire damage.
  • If you would defeat Cindermaw and are not marked with the scourge Honor-Tested, Cindermaw is undefeated instead.


  • Harrowing
    Balazar - Padrig Takes to the Sky

    The Big Sky:

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

    Varian - You don't have to outrun it, just your companions

    The Bear:

    CotCT Blessing 1
    Traits: Harrow Suit: Hammers Veteran
    When this is the hour: On your Strength check, add 2. To Acquire: Strength Acrobatics 4+#
    On your check, freely discard to use your Strength die instead of the normal die. Discard to explore.

    Amiri - Amiri looks to the Forge for new weapons

    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.

    Kyra - Not Kyras way to improve morale

    The Beating:

    CotCT Blessing 1
    Traits: Harrow Suit: Hammers Veteran
    When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it. To Acquire: Strength Melee 4+#
    On a local check, bury this card and any number of cards to bless once for each card buried. Discard to explore.

    Balazar Discards:

    The Winged Serpent:

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


    During This Adventure:

  • The Harrow suit is Hammers.
  • Add 1d4 to Strength non-combat checks.
  • When you play your harrow, you may draw a weapon or an armor from your discards.
  • When you gain a respect point, record it on your Chronicle sheet. (Please track your own Respect points on your character sheet.)

    During This Scenario:

  • When you move to or from the Base without playing a Boon to move, bury a card
  • When you fail a check to defeat Cindermaw, gain the scourge Honor-Tested. While marked with this scourge, at the start of your turn, suffer 1d4-1 Fire damage.
  • If you would defeat Cindermaw and are not marked with the scourge Honor-Tested, Cindermaw is undefeated instead.

    Story Banes:
    Danger: Inferno
    Villain: Cindermaw
    Henchmen: None

    Inferno:

    Story Bane
    Type: Barrier
    Traits: Fire Obstacle Veteran
    To Defeat: Dexterity Constitution Acrobatics Fortitude 5+#
    Before acting, each local character suffers 1 Fire damage. If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.

    Cindermaw:

    Story Bane
    Type: Monster
    Traits: Animal Fire
    To Defeat: Combat 27 OR Strength Acrobatics Survival 12
    Immune to Fire. Vulnerable to Cold. Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage. If undefeated, suffer the scourge Wounded.

    Additional Rules:

    Acquired Cards:

    Scenario Level (#): 4

    Turn: 0, Varian/Bigguyinblack

    Random Cards:

    Monsters
    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:
    Basilisk
    CotCT
    Monster 2
    Traits:
    Animal
    To Defeat:
    Combat 12
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.

    Spoiler:
    Inquisitor Devil
    CotCT
    Monster 3
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 17
    OR Arcane 10
    Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
    While acting, when another character plays a card, they suffer 1 Cold damage.
    If undefeated, suffer the scourge Poisoned.

    Spoiler:
    Orc Rager
    CotCT
    Monster 2
    Traits:
    Barbarian
    Orc
    Veteran
    To Defeat:
    Combat 10+##
    Before acting, suffer 1d4 Combat damage.

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

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

    Spoiler:
    Snake Oil Seller
    CotCT
    Barrier 2
    Traits:
    Task
    To Defeat:
    Intelligence
    Craft 6
    OR Wisdom 8
    When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
    If undefeated, bury the top card of your deck and suffer the scourge Poisoned.

    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:
    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.

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

    Weapons
    Spoiler:
    Flaming Mace
    Core
    Weapon 2
    Traits:
    Bludgeoning
    Fire
    Mace
    Magic
    Melee
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.

    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:
    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:
    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:
    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:
    Heat Metal
    Core
    Spell 2
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 7
    On a local combat check, banish to add 1d4+1 and the Fire trait.
    On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.

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

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


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

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


    Spoiler:
    Acid Rain
    CotCT
    Spell 4
    Traits:
    Acid
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 11
    For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.

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


    Spoiler:
    Unearthly Aim
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 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:
    Gray Maiden Plate
    CotCT
    Armor 2
    Traits:
    Gray Maiden
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 11
    Display. While displayed:
    * If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
    * 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.

    Spoiler:
    Magic Klar
    CotCT
    Armor 2
    Traits:
    Offhand
    Shield
    Magic
    To Acquire:
    Constitution
    Fortitude
    Melee
    Survival 9
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Glamered Leather Armor
    Core
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 7
    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 Diplomacy or Stealth check, you may draw this card to add 1d4.

    Spoiler:
    Mithral Chain Shirt
    CotCT
    Armor 2
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 9
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.

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

    Spoiler:
    Circlet of Mental Acuity
    Core
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Charisma 11
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.

    Spoiler:
    The Unveiling
    CotCT
    Item 2
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Constitution
    Divine
    Fortitude 7
    OR Craft 5
    Banish or shuffle into another character's deck to remove a scourge from any character.
    DURING RECOVERY
    If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.

    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.

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

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

    Spoiler:
    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:
    Ausio Carowyn
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 7
    OR Banish A Weapon 0
    On a local check to acquire, bury to add 2d12.
    Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.

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

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

    Spoiler:
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    Veteran
    When this is the hour: On each check, the first blessing played to bless may be played freely.
    To Acquire:
    Wisdom
    Divine
    Perception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Spoiler:
    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.

    Spoiler:
    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.

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 0

    [b]Hourglass

    Hourglass Cards/Turn Order:

    Location #0: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 10
    Located/Displayed Here: None

    Location #1: Cinderlands
    Sacred
    Wild
    At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
    When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check.
    When Permanently Closed: Examine the top card of any location.
    M: 11 Ba: 6 W: 5 Sp: 0 Ar: 0 I: 0 Al: 6 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #2: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
    Located/Displayed Here: None

  • Wayfinders

    Deck Handler

    Amiri / Matsu Kurisu
    Scenario: 4B: THE BELLY OF THE BEAST

    Card Upgrade
    Sklar-Quah Thundercaller (AD4) in, Frog out
    New Ally Slot(Pit Gladiator)

    Banished cards
    -

    Loot
    - lt Ausio Carowyn in, Korvosan Guard out
    - lt Lyrune-quah Moon Maiden in, Priest of Pharasma out

    Starting Location
    - #1: Cinderlands

    Starting Hand
    Adding Harrow to hand (hw The Forge)

    Starting Kit
    Helm of the Valkyrie
    Topaz of Strength
    Pharasma's Knowing (2)

    "

    Amiri wrote:

    Hand: Dragonbane Greatsword, Crowbar (Classic), Our Lord in Iron, Blessing of Lamashtu, Pharasma's Knowing,

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Hero Points: 1 // Amiri has the following scourges marked:
    Honor-Tested:
    While Marked:
    When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
    When you evade a monster, remove the scourge.
    At the end of the scenario, gain 1 respect point.

    NOTES:
    Available Support: Distant: Any available
    Local: Any available
    Movement: On Close:
    Other: Hi I'm Amiri! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Wanderer, Magic Chain Mail, lt Ausio Carowyn, Sklar-Quah Thundercaller, Giantbane Greataxe, Shock Glaive, Pit Gladiator, Blackjack's Daggers, Blackjack's Rapier, Wayfinder, Cold Iron Greatsword, lt Lyrune-quah Moon Maiden, hw The Forge, Blessing of the Gods, Blackjack's Gear
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Melee: Str +2
    Dexterity d6 ☐ +1 ☐ +2
    - Acrobatics: Dexterity +3
    - Stealth: Dexterity +3
    Constitution d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    - Fortitude: Con +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1 ☐ +2
    - Survival: Wis+2
    Charisma d4 ☐ +1
    - Diplomacy: Charisma +3

    Favored Card: Weapon
    Hand Size: 4 ☑ 5 ☐ 6 ☐ 7
    Proficiencies:
    Armor [ X] | Weapon
    ROLE:
    Base
    POWERS:
    On your Strength check or your check against a monster, you may bury a card from your hand (☐ or discards) to add your Fortitude skill.
    Closing your location does not prevent you from exploring (☐ and after you close your location, you may draw a card).
    At the end of your turn, you may move; any local characters may move with you.
    You may add Blackjack cards to your deck list in addition to your other cards.
    After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
    ☐ When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
    ☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
    ☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
    ☐ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
    [x] Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    deck handler

    Trade out Blessing of the Elements for The Carnival loot. Trading out Arnisant for Ruan Mirukova loot. Trading out Codex (Core) for Soothing Word loot. Starting at Cinderlands.

    Varian wrote:

    Hand: Shadowless Sword, Good Omen (Core), Bound Imp (Core), Sage's Journal (Core), Ring of Protection (Core), Lady of Valor, Djinn,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    "Current Location: Cinderlands
    Hero Points: 4"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio Reroll: used
    Respect Points: 1

    Good Omen: On any check to acquire, to close, or to guard, banish to add 1d6+#.

    Lady of Valor (Core): On another character's check to defeat, discard to add 2d8; the check counts as blessed.
    Movement: Move me with the group if my location closes.
    Other: Hi I'm Varian! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Carnival, Appleslayer, Soothing Word, Giant Form, Radovan (Core), Chain Lightning (Core), The Bear, Ruan Mirukova, Frost Ray (Core), The Foreign Trader, Embiggen, Vampiric Touch, Augury
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d4 ☐ +1
    Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Wisdom d6 ☐ +1 ☐ +2 ☐ +3
    Charisma d6 ☐ +1 ☐ +2

    "Acrobatics Dexterity +1"
    "Arcane Intelligence +2"
    "Knowledge Intelligence +2"
    "Perception Wisdom +1"

    Favored Card: Weapon or Spell
    Hand Size: 6 ☑ 7 ☐ 8
    Proficiencies:
    Arcane|Sword
    POWERS:
    On your check to recharge a spell, you automatically fail.
    Before you reset, you may recharge an Arcane spell ([x] or 2 Arcane spells) from your discards.
    On a local check at an Urban location, you may recharge a card to add 1d4 (☐ +1).
    [x] At the start of your turn, you may draw up to # cards, then recharge that number of cards.
    [x] On another character's check (☐ or your check), when you play an ally that would add 1 or more dice, you may add 1d12 instead of the normal dice.

    At the start of Kyra's turn display Bound Imp (Core) to draw 2 cards The Foreign Trader and Vampiric Touch.


    "

    Kyra wrote:

    Hand: Divine Fortune, Divine Insight, Cure, Blessing of Cayden Cailean,

    Displayed: Gray Maiden Plate,
    Deck: 13 Discard: 0 Buried: 0
    Current Location: Cinderlands
    Hero Points: 2
    Respect Points: 1 // Kyra has the following scourges marked:
    Honor-Tested:
    While Marked:
    When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.

    When you evade a monster, remove this scourge.

    At the end of the scenario, gain 1 respect point.


    NOTES:
    Available Support:

    Other: Paizo reroll used for scenario CoCT-4B?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Embiggen, Augury, The Healing Light, Desna's Freedom, Wyrmsmite, Pearl of Wisdom, Holy Light, Glorious Warhammer, Holy Symbol, Magistrate, Flaming Mace, Blessing of Sivanah, The Paladin
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Blessing
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
    Proficiencies:
    Armor,Divine, ☑ Weapon
    POWERS:
    On a local check against an Outsider or Undead bane, add 1d4 (☑ 1d6) and the Magic trait.
    At the end of your turn, you may recharge a Divine card to (☑ remove a Scourge from a local character) or heal a local character a card.

    "


    During This Adventure:

  • The Harrow suit is Hammers.
  • Add 1d4 to Strength non-combat checks.
  • When you play your harrow, you may draw a weapon or an armor from your discards.
  • When you gain a respect point, record it on your Chronicle sheet. (Please track your own Respect points on your character sheet.)

    During This Scenario:

  • When you move to or from the Base without playing a Boon to move, bury a card
  • When you succeed a check to defeat by 20 or more, gain 1 respect point
  • When you fail a check to defeat Cindermaw, gain the scourge Honor-Tested. While marked with this scourge, at the start of your turn, suffer 1d4-1 Fire damage.
  • If you would defeat Cindermaw and are not marked with the scourge Honor-Tested, Cindermaw is undefeated instead.

    Story Banes:
    Danger: Inferno
    Villain: Cindermaw
    Henchmen: None

    Inferno:

    Story Bane
    Type: Barrier
    Traits: Fire Obstacle Veteran
    To Defeat: Dexterity Constitution Acrobatics Fortitude 5+#
    Before acting, each local character suffers 1 Fire damage. If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.

    Cindermaw:

    Story Bane
    Type: Monster
    Traits: Animal Fire
    To Defeat: Combat 27 OR Strength Acrobatics Survival 12
    Immune to Fire. Vulnerable to Cold. Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage. If undefeated, suffer the scourge Wounded.

    Additional Rules:

    Acquired Cards:

    Scenario Level (#): 4

    Turn: 1, Kyra/Gimry

    Random Cards:

    Monsters
    Spoiler:
    Metal Cobra
    Core
    Monster 2
    Traits:
    Construct
    To Defeat:
    Combat 12
    OR Craft 8
    Immune to Mental and Poison.
    Resistant to Melee and Ranged.
    If undefeated, suffer the scourge Poisoned.

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

    Spoiler:
    Barghest
    CotCT
    Monster 2
    Traits:
    Outsider
    To Defeat:
    Combat 13
    If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.

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

    Spoiler:
    Pixie Gang
    Core
    Monster 2
    Traits:
    Fey
    Swarm
    To Defeat:
    Combat 13
    OR Dexterity
    Acrobatics 10
    On the check to defeat, add the number of other local characters.
    If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.

    Barriers
    Spoiler:
    Sick Child
    CotCT
    Barrier 2
    Traits:
    Task
    To Defeat:
    Constitution
    Fortitude 10
    OR Charisma
    Diplomacy 12
    On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
    If undefeated, summon and encounter the story bane Blood Veil.

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

    Spoiler:
    Guardian Door
    Core
    Barrier 2
    Traits:
    Obstacle
    Task
    To Defeat:
    Intelligence
    Diplomacy
    Disable
    Stealth 8
    If undefeated, reload this barrier into its location, then summon and encounter a monster.

    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:
    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:
    Lucky Starknife
    Core
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 11
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
    On a local combat check, after the roll, freely recharge to add 1d4.
    You may use this power even if you have previously revealed this card on this check.

    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:
    Shock Kukri
    CotCT
    Weapon 3
    Traits:
    Electricity
    Finesse
    Knife
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Acrobatics
    Melee 12
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.

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

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


    Spoiler:
    Enervation
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    On any combat check, freely banish to decrease the difficulty by 2d4.

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


    Spoiler:
    Unearthly Aim
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.


    Spoiler:
    Embiggen
    CotCT
    Spell 2
    Traits:
    Arcane
    Divine
    Magic
    Promo
    To Acquire:
    IntelligenceWisdomArcaneDivine 8
    Freely display next to a local character. While displayed:
    * Exchange all of that character's dice for dice of these sizes: d4⇒d8, d6⇒d10, d8⇒d12, d10⇒d12, d12⇒d20 (if you have one).
    * 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. When you attempt this check, treat your dice as if you are affected by this spell.

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

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

    Spoiler:
    Mithral Chain Shirt
    CotCT
    Armor 2
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 9
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Brute Force Shield
    Core
    Armor 2
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 8
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
    After playing this armor, you may not play a 2-Handed boon this encounter.

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

    Spoiler:
    Gray Maiden Plate
    CotCT
    Armor 2
    Traits:
    Gray Maiden
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 11
    Display. While displayed:
    * If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
    * 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.

    Items
    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:
    Tangleburn Bag
    Core
    Item 2
    Traits:
    Alchemical
    Attack
    Fire
    Object
    To Acquire:
    Intelligence
    Craft 10
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 12 check to recharge this card.

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

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


    Spoiler:
    Horn of Blasting
    CotCT
    Item 2
    Traits:
    Instrument
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
    If proficient, recharge instead.

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

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

    Spoiler:
    Hellknight of the Nail
    CotCT
    Ally 3
    Traits:
    Hellknight
    Human
    To Acquire:
    Charisma
    Diplomacy 11
    On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

    Spoiler:
    Tayce Soldado
    CotCT
    Ally 2
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 9
    OR Bury A Healing Card 0
    If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.

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

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

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


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

    Spoiler:
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    Veteran
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.

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

    Spoiler:
    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.

    Spoiler:
    Our Lord In Iron
    Core
    Blessing 3
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 8
    On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
    Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.

    Hour Power: Your Survival check is blessed.

    Current Hour:

    The Owl:
    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.

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 1 Amiri/Matsu_Kurisu
    The Desert
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you move during your move step, bury a card.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to move another character to your location.
    Discard to explore. This exploration, on all Constitution checks, add 1d4.
    Hourglass Card 2 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 2 Balazar/Iceman91
    The Lucky Drunk
    Core
    Blessing 3
    Traits:
    Deity: Cayden Cailean
    Divine
    When this is the hour: After your exploration, you may move to a random location.
    To Acquire:
    Charisma
    Divine
    Fortitude 8
    On another local character's check, discard to bless twice.
    Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
    Hourglass Card 3 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Varian/Bigguyinblack
    The Peacock
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, if no boons are played, it is blessed.
    To Acquire:
    Dexterity
    Diplomacy 4+#
    On any check, recharge to bless.
    No other boon may be played on this check.
    Discard to explore.
    Hourglass Card 4 Kyra/Gimry:
    Spoiler:
    Hourglass Card 4 Kyra/Gimry
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    Veteran
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Hourglass Card 5 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 5 Amiri/Matsu_Kurisu
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 6 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 6 Balazar/Iceman91
    The Courtesan
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, freely discard to use your Charisma die instead of the normal die.
    Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
    Hourglass Card 7 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 Varian/Bigguyinblack
    The Wanderer
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
    Discard to explore. If you moved this turn, recharge instead.
    Hourglass Card 8 Kyra/Gimry:
    Spoiler:
    Hourglass Card 8 Kyra/Gimry
    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.
    Hourglass Card 9 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 9 Amiri/Matsu_Kurisu
    The Tangled Briar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.
    Hourglass Card 10 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 10 Balazar/Iceman91
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 11 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 11 Varian/Bigguyinblack
    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 Kyra/Gimry:
    Spoiler:
    Hourglass Card 12 Kyra/Gimry
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 13 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 13 Amiri/Matsu_Kurisu
    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 14 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 14 Balazar/Iceman91
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    Veteran
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Hourglass Card 15 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 Varian/Bigguyinblack
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 16 Kyra/Gimry:
    Spoiler:
    Hourglass Card 16 Kyra/Gimry
    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 17 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 17 Amiri/Matsu_Kurisu
    Lady of Valor
    Core
    Blessing 3
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On another character's check to defeat, discard to add 2d8; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 18 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 18 Balazar/Iceman91
    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.
    Hourglass Card 19 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 19 Varian/Bigguyinblack
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 20 Kyra/Gimry:
    Spoiler:
    Hourglass Card 20 Kyra/Gimry
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    Veteran
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Hourglass Card 21 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 21 Amiri/Matsu_Kurisu
    The Liar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
    To Acquire:
    Charisma
    Knowledge 4+#
    On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
    Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
    Hourglass Card 22 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 22 Balazar/Iceman91
    The Lady of Mysteries
    Core
    Blessing 3
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless.
    On a check against an Undead bane, recharge to bless.
    Discard to draw 3 cards, then recharge 3 cards, then you may explore.
    Hourglass Card 23 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 23 Varian/Bigguyinblack
    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 24 Kyra/Gimry:
    Spoiler:
    Hourglass Card 24 Kyra/Gimry
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 25 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 25 Amiri/Matsu_Kurisu
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 26 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 26 Balazar/Iceman91
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 27 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 27 Varian/Bigguyinblack
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 28 Kyra/Gimry:
    Spoiler:
    Hourglass Card 28 Kyra/Gimry
    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.
    Hourglass Card 29 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 29 Amiri/Matsu_Kurisu
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    Veteran
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

    Location #0: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 10
    Located/Displayed Here: None

    Base Card 1:
    Cressida Kroft
    CotCT
    Supporter 0
    Traits:
    Human
    Soldier
    Display. While displayed:
    * You may bury to draw a new weapon or armor.
    * ? You may bury to draw a new Attack spell or Healing spell.
    It breaks my heart to see Korvosa tear itself apart.
    Heroes of your caliber are exactly what we need now.
    Base Card 2:
    Ishani Dhatri
    CotCT
    Supporter 2
    Traits:
    Cleric
    Human
    Display. While displayed:
    * You may bury to heal each local character a card.
    * You may bury to remove a scourge from each local character.
    * ? You may bury to draw a new blessing.
    Base Card 3:
    Keppira D'bear
    CotCT
    Supporter 2
    Traits:
    Cleric
    Human
    Display. While displayed:
    * On all checks against Undead banes, add 1d4.
    * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.
    Base Card 4:
    Neolandus Kalepopolis
    CotCT
    Supporter 3
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * You may bury to draw a new ally that lists Diplomacy in its check to acquire.
    * ? On your check against a story bane, you may bury an ally to add 1d6.
    Base Card 5:
    Vencarlo Orisini
    CotCT
    Supporter 1
    Traits:
    Expert
    Human
    Display. While displayed:
    * On any combat check, after the roll, you may bury to add 1d6.
    * ? On any combat check, you may bury to reroll.
    Base Card 6:
    Amin Jalento
    CotCT
    Supporter 1
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * On any check to acquire, you may bury to add 1d6.
    * ? You may bury to draw 2 new items, then banish 1 of them.
    Base Card 7:
    Laori Vaus
    CotCT
    Supporter 3
    Traits:
    Cleric
    Elf
    Display. While displayed:
    * After you discard cards as damage, you may draw a card.
    * ? When you would fail your combat check, you may bury to add 1d8.
    Base Card 8:
    Thousand Bones
    CotCT
    Supporter 1
    Traits:
    Human
    Shaman
    Display. While displayed:
    * You may bury to heal a character 1d4+1 cards.
    * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
    Base Card 9:
    Truthspeaker Akram
    CotCT
    Supporter 4
    Traits:
    Human
    Skald
    Display. While displayed:
    * You may bury to examine all cards in a location, then shuffle the location.
    * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll.
    Base Card 10:
    Trinia Sabor
    CotCT
    Supporter 1
    Traits:
    Bard
    Human
    Veteran
    Display. While displayed:
    * On any non-combat check, you may bury to add 1d4+#.
    * ? You may bury to heal a character a card and/or remove a scourge from them.

    Location #1: Cinderlands
    Sacred
    Wild
    At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
    When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check.
    When Permanently Closed: Examine the top card of any location.
    M: 11 Ba: 6 W: 5 Sp: 0 Ar: 0 I: 0 Al: 6 Bl: 1 ?: 1
    Located/Displayed Here: Amiri/Matsu_Kurisu, Balazar/Iceman91, Varian/Bigguyinblack, Kyra/Gimry, None
    Cinderlands Card 1:
    Sergeant-at-arms
    CotCT
    Ally 2
    Traits:
    Human
    Soldier
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 10
    On a local check against a bane or an ally, recharge to add 1d6.
    Discard to explore. This exploration, on your checks against banes and allies, add 1d4.
    Cinderlands Card 2:
    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.
    Cinderlands Card 3:
    Venomous Hand Crossbow
    CotCT
    Weapon 2
    Traits:
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged
    Stealth 12
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
    On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
    Cinderlands Card 4:
    Ash Giant
    CotCT
    Monster 4
    Traits:
    Giant
    To Defeat:
    Combat 22
    Immune to Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
    Cinderlands Card 5:
    Biting Tigers
    CotCT
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Combat 16
    OR Acrobatics
    Disable
    Stealth 9
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1d6 Combat damage.
    Cinderlands Card 6:
    Wyvern
    CotCT
    Monster 4
    Traits:
    Dragon
    To Defeat:
    Combat 18
    OR Survival 12
    Damage suffered from this monster may not be reduced.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
    Cinderlands Card 7:
    Cindermaw
    CotCT
    Story Bane 4
    Type: Monster
    Traits:
    Animal
    Fire
    To Defeat:
    Combat 27
    OR Strength
    Acrobatics
    Survival 12
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage.
    If undefeated, suffer the scourge Wounded.
    Cinderlands Card 8:
    Unseen Sentinel
    Core
    Monster 2
    Traits:
    Outsider
    To Defeat:
    Combat 11
    Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
    Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
    This encounter cannot be avenged.
    Cinderlands Card 9:
    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.
    Cinderlands Card 10:
    Shock Glaive
    Core
    Weapon 2
    Traits:
    2-Handed
    Electricity
    Magic
    Melee
    Polearm
    Slashing
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Cinderlands Card 11:
    Catoblepas
    CotCT
    Monster 4
    Traits:
    Aberration
    Trigger
    To Defeat:
    Combat 20
    When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
    If undefeated, each local character suffers the scourge Poisoned.
    Cinderlands Card 12:
    Basilisk
    Core
    Monster 3
    Traits:
    Aberration
    Basilisk
    To Defeat:
    Combat 14
    Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
    If undefeated, bury a random card from your discards.
    If defeated, remove the scourges Dazed and Entangled from all local characters.
    Cinderlands Card 13:
    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.
    Cinderlands Card 14:
    Magistrate
    CotCT
    Ally 2
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 9
    On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
    Discard to explore. This exploration, on your checks against Human cards, add 1d6.
    Cinderlands Card 15:
    Returning Totem Spear
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Magic
    Melee
    Ranged
    Respect
    Spear
    To Acquire:
    Strength
    Melee 12
    OR Dexterity
    Ranged
    Survival 14
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
    If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Cinderlands Card 16:
    Vampiric Mist
    CotCT
    Monster 2
    Traits:
    Aberration
    To Defeat:
    Combat 12
    Vulnerable to Fire.
    Before acting, you may bury an ally.
    If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourge Wounded.
    Cinderlands Card 17:
    Naval Hero
    CotCT
    Ally 2
    Traits:
    Human
    Swashbuckler
    To Acquire:
    Charisma
    Diplomacy
    Melee 9
    On a local combat or Charisma check, recharge to add 1d6.
    Discard to explore. If you are at an Aquatic location, recharge instead.
    Cinderlands Card 18:
    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.
    Cinderlands Card 19:
    Haunt
    Core
    Barrier 2
    Traits:
    Task
    Trigger
    Undead
    Veteran
    To Defeat:
    Charisma
    Diplomacy 8+#
    OR Divine 6+#
    When examined, suffer the scourge Frightened.
    Cannot be evaded.
    If undefeated, suffer the scourge Drained.
    Cinderlands Card 20:
    Brain Mold
    CotCT
    Barrier 4
    Traits:
    Obstacle
    Plant
    To Defeat:
    Intelligence
    Knowledge 10
    OR Wisdom
    Survival 7
    Before acting, mark your location with the scourges Drained and Poisoned.
    If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
    If undefeated, display this barrier at your location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When this location is closed, banish this barrier.
    Cinderlands Card 21:
    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.
    Cinderlands Card 22:
    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.
    Cinderlands Card 23:
    Minotaur
    Core
    Monster 2
    Traits:
    Minotaur
    To Defeat:
    Combat 15
    OR Fortitude 8
    If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
    Cinderlands Card 24:
    Mist Horror
    CotCT
    Monster 3
    Traits:
    Elemental
    Outsider
    To Defeat:
    Combat 14
    Immune to Electricity and Ranged. Vulnerable to Cold.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
    Cinderlands Card 25:
    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.
    Cinderlands Card 26:
    Gargoyle
    Core
    Monster 2
    Traits:
    Gargoyle
    To Defeat:
    Combat 15
    Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.
    Cinderlands Card 27:
    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.
    Cinderlands Card 28:
    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.
    Cinderlands Card 29:
    Frost Longbow
    Core
    Weapon 2
    Traits:
    2-Handed
    Bow
    Cold
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
    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.
    Cinderlands Card 30:
    Roc
    CotCT
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 19
    If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.

    Location #2: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1:
    The Beating
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
    To Acquire:
    Strength
    Melee 4+#
    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.
    Cards Not In the Box Card 2:
    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.
    Cards Not In the Box Card 3:
    The Big Sky
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: At the start of your turn, you may remove 1 of your scourges.
    To Acquire:
    Strength
    Stealth 4+#
    On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
    Discard to explore, or to move then explore.
    Cards Not In the Box Card 4:
    The Bear
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your Strength check, add 2.
    To Acquire:
    Strength
    Acrobatics 4+#
    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.


  • ========================
    Kyra starts her turn.
    Hour: The Owl
    Hour Power:Your Survival check is blessed.
    Location: Cinderlands
    Location Power:On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
    Adventure Powers:

  • The Harrow suit is Hammers.
  • Add 1d4 to Strength non-combat checks.
  • When you play your harrow, you may draw a weapon or an armor from your discards.
    Scenario Powers:
  • When you move to or from the Base without playing a boon to move, bury a boon.
  • When you succeed at a check to defeat by 20 or more, gain 1 respect point.
  • When you advance the hour, if it is Proxy B, each character at a random occupied location summons and encounters the non-closing henchman Collapse. Then banish the proxy.
  • When you fail a check to defeat Cindermaw, gain the scourge Honor-Tested. While marked with this scourge, at the start of your turn, suffer 1d4-1 Fire damage.
  • If you would defeat Cindermaw and are not marked with the scourge Honor-Tested, Cindermaw is undefeated instead.

    Sergeant-at-arms:

    CotCT
    Ally 2
    Traits:
    Human
    Soldier
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 10
    On a local check against a bane or an ally, recharge to add 1d6.
    Discard to explore. This exploration, on your checks against banes and allies, add 1d4.

    Diplomacy 10: 1d8 + 1 + 1d8 + 1d6 ⇒ (4) + 1 + (7) + (4) = 16

    Roll Details:

    Diplomacy - 1d8+1
    Blessed - 1d8
    Divine Fortune - 1d6

    "

    Kyra wrote:

    Hand: Wyrmsmite, Divine Insight, Cure, Sergeant-at-arms, The Healing Light,

    Displayed: Gray Maiden Plate, Divine Fortune,
    Deck: 11 Discard: 1 Buried: 0
    Current Location: Cinderlands
    Hero Points: 2
    Respect Points: 1
    NOTES:
    Available Support: Divine Fortune adds 1d6 to all local checks!

    Other: Paizo reroll used for scenario CoCT-4B?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Holy Symbol, Blessing of Sivanah, Embiggen, The Paladin, Augury, Magistrate, Glorious Warhammer, Desna's Freedom, Flaming Mace, Pearl of Wisdom, Holy Light
    Recharged:
    Discard Pile: Blessing of Cayden Cailean,
    Buried Pile:

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

    Favored Card: Blessing
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
    Proficiencies:
    Armor,Divine, ☑ Weapon
    POWERS:
    On a local check against an Outsider or Undead bane, add 1d4 (☑ 1d6) and the Magic trait.
    At the end of your turn, you may recharge a Divine card to (☑ remove a Scourge from a local character) or heal a local character a card (☑ or 1d4 cards).

    "

    Divine Fortune adds 1d6 to all local checks!


  • During This Adventure:

  • The Harrow suit is Hammers.
  • Add 1d4 to Strength non-combat checks.
  • When you play your harrow, you may draw a weapon or an armor from your discards.
  • When you gain a respect point, record it on your Chronicle sheet. (Please track your own Respect points on your character sheet.)

    During This Scenario:

  • When you move to or from the Base without playing a Boon to move, bury a card
  • When you succeed a check to defeat by 20 or more, gain 1 respect point
  • When you fail a check to defeat Cindermaw, gain the scourge Honor-Tested. While marked with this scourge, at the start of your turn, suffer 1d4-1 Fire damage.
  • If you would defeat Cindermaw and are not marked with the scourge Honor-Tested, Cindermaw is undefeated instead.

    Story Banes:
    Danger: Inferno
    Villain: Cindermaw
    Henchmen: None

    Inferno:

    Story Bane
    Type: Barrier
    Traits: Fire Obstacle Veteran
    To Defeat: Dexterity Constitution Acrobatics Fortitude 5+#
    Before acting, each local character suffers 1 Fire damage. If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.

    Cindermaw:

    Story Bane
    Type: Monster
    Traits: Animal Fire
    To Defeat: Combat 27 OR Strength Acrobatics Survival 12
    Immune to Fire. Vulnerable to Cold. Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage. If undefeated, suffer the scourge Wounded.

    Additional Rules:

    Acquired Cards:

    Sergeant-at-arms (Ally 2)
    The Winged Serpent (Blessing 1)

    Scenario Level (#): 4

    Turn: 2, Amiri/Matsu_Kurisu

    Random Cards:

    Monsters
    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:
    Infantry Devil
    CotCT
    Monster 2
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 14
    OR Arcane 9
    Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
    If undefeated, suffer the scourge Plagued.

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

    Spoiler:
    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:
    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.

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

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

    Spoiler:
    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.

    Spoiler:
    Cryptic Message
    Core
    Barrier 2
    Traits:
    Cache
    To Defeat:
    Intelligence
    Knowledge 10
    If undefeated, you may banish this barrier.
    If defeated, you may examine the top 2 cards of your location and return them in any order.

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

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

    Spoiler:
    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:
    Humanbane Rapier
    CotCT
    Weapon 2
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 11
    For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 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:
    Frost Longspear
    CotCT
    Weapon 2
    Traits:
    2-Handed
    Cold
    Magic
    Melee
    Piercing
    Spear
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spells
    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:
    Poison Blast
    CotCT
    Spell 3
    Traits:
    Arcane
    Attack
    Magic
    Poison
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, banish to use Arcane + 2d12.
    On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.

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


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

    Spoiler:
    Lightning Bolt
    Core
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

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

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

    Spoiler:
    Magic Klar
    CotCT
    Armor 2
    Traits:
    Offhand
    Shield
    Magic
    To Acquire:
    Constitution
    Fortitude
    Melee
    Survival 9
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Sable Company Leathers
    CotCT
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Acrobatics
    Fortitude 10
    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 Acrobatics modifier.

    Spoiler:
    Brute Force Shield
    Core
    Armor 2
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 8
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
    After playing this armor, you may not play a 2-Handed boon this encounter.

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

    Spoiler:
    Elixir of Focus
    Core
    Item 2
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 8
    On a local non-combat check, banish to add the character's Intelligence or Craft skill.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 10 check to recharge this card.

    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:
    Zellara's Harrow Deck
    CotCT
    Item 2
    Traits:
    Gambling
    Harrow
    Loot
    Magic
    Mental
    Tool
    To Acquire:
    Wisdom
    Perception 10
    Reload to examine the top 3 cards of any character's deck and return them in any order.
    Banish to examine the top 3 cards of any location and return them in any order.

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


    Spoiler:
    Drums of Haste
    CotCT
    Item 2
    Traits:
    Instrument
    Magic
    To Acquire:
    Constitution
    Charisma 8
    At the end of a local character's move step, display at your location.
    While displayed:
    * At the end of each turn, local characters may move, and distant characters may move here.
    * At the start of your turn, discard this card; if proficient, recharge it instead.

    Allies
    Spoiler:
    Pit Gladiator
    CotCT
    Ally 2
    Traits:
    Fighter
    Human
    To Acquire:
    Strength
    Melee 10
    THEN Charisma
    Diplomacy 9
    On a local combat check, bury to add 2d6.
    Discard to explore; you may first draw a weapon from your discards.

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

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

    Spoiler:
    Acadamae Scholar
    CotCT
    Ally 3
    Traits:
    Human
    Wizard
    To Acquire:
    Intelligence
    Arcane 10
    OR Charisma
    Diplomacy 14
    At the start of your turn, reveal to heal the ally Acadamae Student.
    On your Arcane check or your check against an Outsider card, reveal to add 1.
    Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.

    Spoiler:
    Ausio Carowyn
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 7
    OR Banish A Weapon 0
    On a local check to acquire, bury to add 2d12.
    Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.

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

    Spoiler:
    The All-seeing Eye
    Core
    Blessing 3
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
    To Acquire:
    Intelligence
    Arcane
    Divine 8
    On any check, discard to bless.
    On an Intelligence or Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order, then explore.

    Spoiler:
    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.

    Spoiler:
    The Survivor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless; if this would add 1d4, bless twice instead.
    Discard to explore.

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

    Hour Power: When you move during your move step, bury a card.

    Current Hour:

    The Desert:
    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.

    Hours Remaining: 28

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 1 Balazar/Iceman91
    The Lucky Drunk
    Core
    Blessing 3
    Traits:
    Deity: Cayden Cailean
    Divine
    When this is the hour: After your exploration, you may move to a random location.
    To Acquire:
    Charisma
    Divine
    Fortitude 8
    On another local character's check, discard to bless twice.
    Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
    Hourglass Card 2 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 Varian/Bigguyinblack
    The Peacock
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, if no boons are played, it is blessed.
    To Acquire:
    Dexterity
    Diplomacy 4+#
    On any check, recharge to bless.
    No other boon may be played on this check.
    Discard to explore.
    Hourglass Card 3 Kyra/Gimry:
    Spoiler:
    Hourglass Card 3 Kyra/Gimry
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    Veteran
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Hourglass Card 4 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 4 Amiri/Matsu_Kurisu
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 5 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 5 Balazar/Iceman91
    The Courtesan
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, freely discard to use your Charisma die instead of the normal die.
    Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
    Hourglass Card 6 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 6 Varian/Bigguyinblack
    The Wanderer
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
    Discard to explore. If you moved this turn, recharge instead.
    Hourglass Card 7 Kyra/Gimry:
    Spoiler:
    Hourglass Card 7 Kyra/Gimry
    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.
    Hourglass Card 8 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 8 Amiri/Matsu_Kurisu
    The Tangled Briar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.
    Hourglass Card 9 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 9 Balazar/Iceman91
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 10 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 10 Varian/Bigguyinblack
    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 11 Kyra/Gimry:
    Spoiler:
    Hourglass Card 11 Kyra/Gimry
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 12 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 12 Amiri/Matsu_Kurisu
    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 13 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 13 Balazar/Iceman91
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    Veteran
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Hourglass Card 14 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 14 Varian/Bigguyinblack
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 15 Kyra/Gimry:
    Spoiler:
    Hourglass Card 15 Kyra/Gimry
    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 16 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 16 Amiri/Matsu_Kurisu
    Lady of Valor
    Core
    Blessing 3
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On another character's check to defeat, discard to add 2d8; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 17 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 17 Balazar/Iceman91
    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.
    Hourglass Card 18 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 18 Varian/Bigguyinblack
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 19 Kyra/Gimry:
    Spoiler:
    Hourglass Card 19 Kyra/Gimry
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    Veteran
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Hourglass Card 20 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 20 Amiri/Matsu_Kurisu
    The Liar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
    To Acquire:
    Charisma
    Knowledge 4+#
    On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
    Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
    Hourglass Card 21 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 21 Balazar/Iceman91
    The Lady of Mysteries
    Core
    Blessing 3
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless.
    On a check against an Undead bane, recharge to bless.
    Discard to draw 3 cards, then recharge 3 cards, then you may explore.
    Hourglass Card 22 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 22 Varian/Bigguyinblack
    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 23 Kyra/Gimry:
    Spoiler:
    Hourglass Card 23 Kyra/Gimry
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 24 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 24 Amiri/Matsu_Kurisu
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 25 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 25 Balazar/Iceman91
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 26 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 26 Varian/Bigguyinblack
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 27 Kyra/Gimry:
    Spoiler:
    Hourglass Card 27 Kyra/Gimry
    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.
    Hourglass Card 28 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 28 Amiri/Matsu_Kurisu
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    Veteran
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

    Location #0: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 10
    Located/Displayed Here: None

    Base Card 1:
    Cressida Kroft
    CotCT
    Supporter 0
    Traits:
    Human
    Soldier
    Display. While displayed:
    * You may bury to draw a new weapon or armor.
    * ? You may bury to draw a new Attack spell or Healing spell.
    It breaks my heart to see Korvosa tear itself apart.
    Heroes of your caliber are exactly what we need now.
    Base Card 2:
    Ishani Dhatri
    CotCT
    Supporter 2
    Traits:
    Cleric
    Human
    Display. While displayed:
    * You may bury to heal each local character a card.
    * You may bury to remove a scourge from each local character.
    * ? You may bury to draw a new blessing.
    Base Card 3:
    Keppira D'bear
    CotCT
    Supporter 2
    Traits:
    Cleric
    Human
    Display. While displayed:
    * On all checks against Undead banes, add 1d4.
    * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.
    Base Card 4:
    Neolandus Kalepopolis
    CotCT
    Supporter 3
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * You may bury to draw a new ally that lists Diplomacy in its check to acquire.
    * ? On your check against a story bane, you may bury an ally to add 1d6.
    Base Card 5:
    Vencarlo Orisini
    CotCT
    Supporter 1
    Traits:
    Expert
    Human
    Display. While displayed:
    * On any combat check, after the roll, you may bury to add 1d6.
    * ? On any combat check, you may bury to reroll.
    Base Card 6:
    Amin Jalento
    CotCT
    Supporter 1
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * On any check to acquire, you may bury to add 1d6.
    * ? You may bury to draw 2 new items, then banish 1 of them.
    Base Card 7:
    Laori Vaus
    CotCT
    Supporter 3
    Traits:
    Cleric
    Elf
    Display. While displayed:
    * After you discard cards as damage, you may draw a card.
    * ? When you would fail your combat check, you may bury to add 1d8.
    Base Card 8:
    Thousand Bones
    CotCT
    Supporter 1
    Traits:
    Human
    Shaman
    Display. While displayed:
    * You may bury to heal a character 1d4+1 cards.
    * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
    Base Card 9:
    Truthspeaker Akram
    CotCT
    Supporter 4
    Traits:
    Human
    Skald
    Display. While displayed:
    * You may bury to examine all cards in a location, then shuffle the location.
    * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll.
    Base Card 10:
    Trinia Sabor
    CotCT
    Supporter 1
    Traits:
    Bard
    Human
    Veteran
    Display. While displayed:
    * On any non-combat check, you may bury to add 1d4+#.
    * ? You may bury to heal a character a card and/or remove a scourge from them.

    Location #1: Cinderlands
    Sacred
    Wild
    At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
    When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check.
    When Permanently Closed: Examine the top card of any location.
    M: 11 Ba: 6 W: 5 Sp: 0 Ar: 0 I: 0 Al: 5 Bl: 1 ?: 1
    Located/Displayed Here: Amiri/Matsu_Kurisu, Balazar/Iceman91, Varian/Bigguyinblack, Kyra/Gimry, None
    Cinderlands Card 1:
    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.
    Cinderlands Card 2:
    Venomous Hand Crossbow
    CotCT
    Weapon 2
    Traits:
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged
    Stealth 12
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
    On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
    Cinderlands Card 3:
    Ash Giant
    CotCT
    Monster 4
    Traits:
    Giant
    To Defeat:
    Combat 22
    Immune to Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
    Cinderlands Card 4:
    Biting Tigers
    CotCT
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Combat 16
    OR Acrobatics
    Disable
    Stealth 9
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1d6 Combat damage.
    Cinderlands Card 5:
    Wyvern
    CotCT
    Monster 4
    Traits:
    Dragon
    To Defeat:
    Combat 18
    OR Survival 12
    Damage suffered from this monster may not be reduced.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
    Cinderlands Card 6:
    Cindermaw
    CotCT
    Story Bane 4
    Type: Monster
    Traits:
    Animal
    Fire
    To Defeat:
    Combat 27
    OR Strength
    Acrobatics
    Survival 12
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage.
    If undefeated, suffer the scourge Wounded.
    Cinderlands Card 7:
    Unseen Sentinel
    Core
    Monster 2
    Traits:
    Outsider
    To Defeat:
    Combat 11
    Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
    Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
    This encounter cannot be avenged.
    Cinderlands Card 8:
    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.
    Cinderlands Card 9:
    Shock Glaive
    Core
    Weapon 2
    Traits:
    2-Handed
    Electricity
    Magic
    Melee
    Polearm
    Slashing
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Cinderlands Card 10:
    Catoblepas
    CotCT
    Monster 4
    Traits:
    Aberration
    Trigger
    To Defeat:
    Combat 20
    When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
    If undefeated, each local character suffers the scourge Poisoned.
    Cinderlands Card 11:
    Basilisk
    Core
    Monster 3
    Traits:
    Aberration
    Basilisk
    To Defeat:
    Combat 14
    Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
    If undefeated, bury a random card from your discards.
    If defeated, remove the scourges Dazed and Entangled from all local characters.
    Cinderlands Card 12:
    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.
    Cinderlands Card 13:
    Magistrate
    CotCT
    Ally 2
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 9
    On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
    Discard to explore. This exploration, on your checks against Human cards, add 1d6.
    Cinderlands Card 14:
    Returning Totem Spear
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Magic
    Melee
    Ranged
    Respect
    Spear
    To Acquire:
    Strength
    Melee 12
    OR Dexterity
    Ranged
    Survival 14
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
    If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Cinderlands Card 15:
    Vampiric Mist
    CotCT
    Monster 2
    Traits:
    Aberration
    To Defeat:
    Combat 12
    Vulnerable to Fire.
    Before acting, you may bury an ally.
    If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourge Wounded.
    Cinderlands Card 16:
    Naval Hero
    CotCT
    Ally 2
    Traits:
    Human
    Swashbuckler
    To Acquire:
    Charisma
    Diplomacy
    Melee 9
    On a local combat or Charisma check, recharge to add 1d6.
    Discard to explore. If you are at an Aquatic location, recharge instead.
    Cinderlands Card 17:
    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.
    Cinderlands Card 18:
    Haunt
    Core
    Barrier 2
    Traits:
    Task
    Trigger
    Undead
    Veteran
    To Defeat:
    Charisma
    Diplomacy 8+#
    OR Divine 6+#
    When examined, suffer the scourge Frightened.
    Cannot be evaded.
    If undefeated, suffer the scourge Drained.
    Cinderlands Card 19:
    Brain Mold
    CotCT
    Barrier 4
    Traits:
    Obstacle
    Plant
    To Defeat:
    Intelligence
    Knowledge 10
    OR Wisdom
    Survival 7
    Before acting, mark your location with the scourges Drained and Poisoned.
    If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
    If undefeated, display this barrier at your location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When this location is closed, banish this barrier.
    Cinderlands Card 20:
    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.
    Cinderlands Card 21:
    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.
    Cinderlands Card 22:
    Minotaur
    Core
    Monster 2
    Traits:
    Minotaur
    To Defeat:
    Combat 15
    OR Fortitude 8
    If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
    Cinderlands Card 23:
    Mist Horror
    CotCT
    Monster 3
    Traits:
    Elemental
    Outsider
    To Defeat:
    Combat 14
    Immune to Electricity and Ranged. Vulnerable to Cold.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
    Cinderlands Card 24:
    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.
    Cinderlands Card 25:
    Gargoyle
    Core
    Monster 2
    Traits:
    Gargoyle
    To Defeat:
    Combat 15
    Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.
    Cinderlands Card 26:
    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.
    Cinderlands Card 27:
    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.
    Cinderlands Card 28:
    Frost Longbow
    Core
    Weapon 2
    Traits:
    2-Handed
    Bow
    Cold
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
    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.
    Cinderlands Card 29:
    Roc
    CotCT
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 19
    If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.

    Location #2: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1:
    The Beating
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
    To Acquire:
    Strength
    Melee 4+#
    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.
    Cards Not In the Box Card 2:
    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.
    Cards Not In the Box Card 3:
    The Big Sky
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: At the start of your turn, you may remove 1 of your scourges.
    To Acquire:
    Strength
    Stealth 4+#
    On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
    Discard to explore, or to move then explore.
    Cards Not In the Box Card 4:
    The Bear
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your Strength check, add 2.
    To Acquire:
    Strength
    Acrobatics 4+#
    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.

  • Wayfinders

    Deck Handler

    Turn Order Balazar/Iceman91, Varian/Bigguyinblack, Kyra/Gimry, Amiri/Matsu_Kurisu

    Out of turn updates
    Adding starting harrow to hand(hw The Forge)

    Hour = 2, Amiri/Matsu_Kurisu: The Desert
    Hour Power: When you move during your move step, bury a card.

    Current Hour:

    Start of Turn
    At: #1: Cinderlands

    SoT Kit Swap: (n/a) into kit, (n/a) into hand

    Give: No
    Move: No

    At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.

    Free explore = Cinderlands Card 1: Urgathoa's Gluttony, Blessing 2: Fortitude 9(5+4)

    Spoiler:
    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.

    Fortitude 1d8+2+1, Kyra's Divine Fortune +1d6
    Fortitude 9: 1d8 + 2 + 1 + 1d6 ⇒ (7) + 2 + 1 + (6) = 16 Acquired

    Discard Pharasma's Knowing, draw 2(Blackjack's Rapier, Blackjack's Gear) then recharge 2(Blackjack's Gear, Blackjack's Rapier) then explore =
    Cinderlands Card 2: Venomous Hand Crossbow, Weapon 2: Dexterity 12

    Spoiler:
    Traits:
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged
    Stealth 12
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
    On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.

    Dexterity 1d6, Kyra's Divine Fortune +1d6
    Dexterity 12: 1d6 + 1d6 ⇒ (1) + (4) = 5 Banished

    Discard ac Urgathoa's Gluttony, explore = Cinderlands Card 3: Ash Giant, Monster 4: Combat 22

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

    reveal Dragonbane Greatsword 1d12+1+2+1d12+2, Kyra's Divine Fortune +1d6, recharge Our Lord in Iron (Reroll 1s) +1d12
    Combat 22: 1d12 + 1 + 2 + 1d12 + 2 + 1d6 + 1d12 ⇒ (1) + 1 + 2 + (3) + 2 + (4) + (9) = 22 (Reroll 1s)
    Combat 22: 1d12 + 1 + 2 + 3 + 2 + 4 + 9 ⇒ (11) + 1 + 2 + 3 + 2 + 4 + 9 = 32 Banished

    End of Turn
    Amiri.EoT Move to ( )

    Recovery

    Reset
    Recharge
    Discard
    Draw Sklar-Quah Thundercaller

    Summary
    Location = #1: Cinderlands (4-29 )
    Acquired = 1: Urgathoa's Gluttony,
    Banished = 2: Venomous Hand Crossbow, 3: Ash Giant
    Examined =
    Displayed =
    Moved =

    Respect = 0

    From Box =

    Give =

    Used =

    Other =

    "

    Amiri wrote:

    Hand: Dragonbane Greatsword, Crowbar (Classic), Sklar-Quah Thundercaller, Blessing of Lamashtu, hw The Forge,

    Displayed:
    Deck: 14 Discard: 2 Buried: 0
    Hero Points: 1
    NOTES:
    Available Support: Distant: Any available
    Local: Any available
    Movement: On Close:
    Other: Hi I'm Amiri! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Wayfinder, Blackjack's Daggers, Giantbane Greataxe, The Wanderer, Cold Iron Greatsword, Magic Chain Mail, lt Ausio Carowyn, Blessing of the Gods, Pit Gladiator, Shock Glaive, lt Lyrune-quah Moon Maiden
    Recharged: Blackjack's Gear, Blackjack's Rapier, Our Lord in Iron,
    Discard Pile: Pharasma's Knowing, ac Urgathoa's Gluttony,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Melee: Str +2
    Dexterity d6 ☐ +1 ☐ +2
    - Acrobatics: Dexterity +3
    - Stealth: Dexterity +3
    Constitution d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    - Fortitude: Con +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1 ☐ +2
    - Survival: Wis+2
    Charisma d4 ☐ +1
    - Diplomacy: Charisma +3

    Favored Card: Weapon
    Hand Size: 4 ☑ 5 ☐ 6 ☐ 7
    Proficiencies:
    Armor [ X] | Weapon
    ROLE:
    Base
    POWERS:
    On your Strength check or your check against a monster, you may bury a card from your hand (☐ or discards) to add your Fortitude skill.
    Closing your location does not prevent you from exploring (☐ and after you close your location, you may draw a card).
    At the end of your turn, you may move; any local characters may move with you.
    You may add Blackjack cards to your deck list in addition to your other cards.
    After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
    ☐ When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
    ☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
    ☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
    ☐ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
    [x] Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    Deck Handler
    Balazar wrote:

    Hand: Fire Shield, Good Omen, Staff of Minor Healing, Magistrate, Bound Imp, The Peacock, Blessing of Iomedae, The Healing Light, The Big Sky (Harrow),

    Displayed: Padrig,
    Deck: 11 Discard: 1 Buried: 0
    Hero Points: 3
    Used Reroll: N
    NOTES:
    Other: All local characters add d8 to any check against a summoned monster.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Enchanted Fang, Augury, Lyrune-quah Truthspeaker, Blessing of Pharasma, The Paladin, Locate Object, Gray Maiden Plate, Fortune-teller, Embiggen, Haste, Sage's Journal
    Recharged:
    Discard Pile: The Winged Serpaent,
    Buried Pile:


    Deck Handler

    Balazar's turn
    Hour of The Lucky Drunk
    After your exploration, you may move to a random location.

    Banish Bound Imp to draw Augury and Locate Object.

    Free explore of #4: Biting Tigers
    Everyone has to take a shot
    CtD: Padrig -> reload Healing Light, cast Fire Shield (draw Gray Maiden Plate), trigger DF
    Combat 16: 1d6 + 1d10 + 9 + 1d8 + 1d6 ⇒ (1) + (9) + 9 + (4) + (3) = 26 Success

    Cast Locate Object (draw Healing Light) and examine Wyvern, Cindermaw, Unseen Sentinel, and The Tall Knife
    Padrig -> reload Healing Light, trigger DF, trigger harrow
    Cannot fail Str 12 with four dice +9

    Pausing for an in-person game... and to let people handle the Tigers


    deck handler

    Varian attempts to recover all cards in His Recovery pile.
    Bound Imp (Core): Arcane 8: 1d12 + 5 ⇒ (8) + 5 = 13 -> Bound Imp (Core) recharged.

    Biting Tigers:

    CotCT
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Combat 16
    OR Acrobatics
    Disable
    Stealth 9
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1d6 Combat damage.

    acrobatics 9 aided by Divine Fortune, revealing Shadowless Sword: 1d8 + 1d6 + 1d8 + 1 ⇒ (6) + (2) + (5) + 1 = 14


    Biting Tigers:

    CotCT
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Combat 16
    OR Acrobatics
    Disable
    Stealth 9
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1d6 Combat damage.

    Combat 16: 1d10 + 4 + 1d8 + 2 + 1d6 + 1d8 ⇒ (3) + 4 + (2) + 2 + (1) + (4) = 16

    Roll Details:

    Combat(Divine) - 1d10+4
    Wyrmsmite - 1d8+2
    Divine Fortune - 1d6
    Fire Shield - 1d8

    Needed every one of those bonuses


    Deck Handler

    Continuing...

    Discard Blessing of Iomedae to explore #1d24 + 5 ⇒ (5) + 5 = 10: Catoblepas
    Padrig -> reload The Tall Knife, trigger DF and FS
    Combat 20: 1d6 + 1d10 + 9 + 1d6 + 1d8 ⇒ (5) + (3) + 9 + (1) + (2) = 20 Success
    Draw Catoblepas

    Cast Augury for Ally, drawing The Tall Knife, and examining 5-7,9,11-29: 1d23 ⇒ 14 #20 (Wood Golem), 5-7,9,11-29: 1d23 ⇒ 10 #16 (Naval Hero), and 5-7,9,11-29: 1d23 ⇒ 12 #18 (Haunt - trigger!).
    Suffer Frightened from the Haunt.

    Shuffle, reload Hero.

    Discard Magistrate to explore #16: Naval Hero
    Trigger DF and Magistrate
    Cha 9: 1d10 + 3 + 1d6 + 1d6 ⇒ (6) + 3 + (6) + (5) = 20 Success

    Discard Naval Hero to explore 5-7,9,11-15,17-29: 1d22 ⇒ 20 #27: Djinn
    Discard The Big Sky to remove Frightened and bless, trigger DF
    Cha 12: 1d10 + 3 + 1d10 + 1d6 ⇒ (9) + 3 + (8) + (4) = 24 Success

    Discard Djinn to examine 5-7,9,11-15,17-26,28,29: 1d21 ⇒ 7 #13: Magistrate (Can't make this up!)
    Cast Good Omen (draw The Healing Light), cannot fail Cha 9 with two dice +7

    Then explore 5-7,9,11,12,14,15,17-26,28,29: 1d20 ⇒ 1 #5: Wyvern
    BA: Trigger DF
    Con 8: 1d6 + 1d6 ⇒ (3) + (1) = 4 Suffer 1 poison, discarding The Tall Knife, and poisoned.
    CtD: Padrig -> reload Magistrate 2 and banish Catoblepas, discard The Healing Light, trigger DF and FS
    Combat 18: 1d6 + 1d10 + 9 + 1d6 + 1d6 + 1d6 + 1d8 ⇒ (5) + (1) + 9 + (5) + (2) + (3) + (6) = 31 Success
    Healing Light removes Poisoned.
    Draw Wyvern

    End turn
    Recover Bound Imp: Arcane 8: 1d10 + 5 + 1d6 ⇒ (2) + 5 + (5) = 12
    Recover Fire Shield: Arcane 12: 1d10 + 5 + 1d6 ⇒ (8) + 5 + (6) = 19
    Recover Locate Object: Arcane 8: 1d10 + 5 + 1d6 ⇒ (8) + 5 + (2) = 15
    Recover Augury: Arcane 8: 1d10 + 5 + 1d6 ⇒ (3) + 5 + (5) = 13
    Recover Good Omen: Arcane 8: 1d10 + 5 + 1d6 ⇒ (8) + 5 + (6) = 19
    Draw up.
    On Varian's turn, use Staff of Minor Healing to heal The Big Sky.

    Summary
    Acquired: 5, 8, 13, 16, 27
    Banished: 4, 10

    Balazar wrote:

    Hand: Haste, Sage's Journal, Magistrate 2, Fortune-teller, Blessing of Pharasma, The Peacock, Wyvern,

    Displayed: Padrig, Gray Maiden Plate,
    Deck: 11 Discard: 7 Buried: 0
    Hero Points: 3
    Used Reroll: N
    NOTES:
    Available Support: Magistrate and blessings are available.
    Other: All local characters add d8 to any check against a summoned monster.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bound Imp, Locate Object, Enchanted Fang, Fire Shield, Lyrune-quah Truthspeaker, Staff of Minor Healing, Good Omen, Augury, The Big Sky (Harrow), The Paladin, Embiggen
    Recharged:
    Discard Pile: The Winged Serpent, Blessing of Iomedae, Magistrate, Naval Hero, Djinn, The Tall Knife, The Healing Light,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Int +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Arcane: Cha +2

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    Arcane
    POWERS:
    After you play an attack spell, banish it. After you play a non-attack spell, you may draw a card.
    You may discard a spell to draw a new monster.
    When you defeat a monster and would banish it, you may draw it instead.
    You may banish a monster from your hand to draw a card (□ or add d4 to any check to defeat a barrier) (□ or add d4 to any check to acquire a weapon, armor, or item).
    On a local check against a summoned monster, add d8.
    After drawing starting hands, you may discard a new Harrow blessing.


    During This Adventure:

  • The Harrow suit is Hammers.
  • Add 1d4 to Strength non-combat checks.
  • When you play your harrow, you may draw a weapon or an armor from your discards.
  • When you gain a respect point, record it on your Chronicle sheet. (Please track your own Respect points on your character sheet.)

    During This Scenario:

  • When you move to or from the Base without playing a Boon to move, bury a card
  • When you succeed a check to defeat by 20 or more, gain 1 respect point
  • When you fail a check to defeat Cindermaw, gain the scourge Honor-Tested. While marked with this scourge, at the start of your turn, suffer 1d4-1 Fire damage.
  • If you would defeat Cindermaw and are not marked with the scourge Honor-Tested, Cindermaw is undefeated instead.

    Story Banes:
    Danger: Inferno
    Villain: Cindermaw
    Henchmen: None

    Inferno:

    Story Bane
    Type: Barrier
    Traits: Fire Obstacle Veteran
    To Defeat: Dexterity Constitution Acrobatics Fortitude 5+#
    Before acting, each local character suffers 1 Fire damage. If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.

    Cindermaw:

    Story Bane
    Type: Monster
    Traits: Animal Fire
    To Defeat: Combat 27 OR Strength Acrobatics Survival 12
    Immune to Fire. Vulnerable to Cold. Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage. If undefeated, suffer the scourge Wounded.

    Additional Rules:

    Acquired Cards:

    Magistrate (Ally 2)
    Naval Hero (Ally 2)
    Sergeant-at-arms (Ally 2)
    Djinn (Ally 3)
    Urgathoa's Gluttony (Blessing 2)
    The Winged Serpent (Blessing 1)
    The Tall Knife (Weapon 3)

    Scenario Level (#): 4

    Turn: 4, Varian/Bigguyinblack

    Random Cards:

    Monsters
    Spoiler:
    Diseased Rats
    CotCT
    Monster 2
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 13
    OR Stealth
    Survival 9
    Vulnerable to Attack.
    If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.

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

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

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

    Spoiler:
    Brain Ooze
    Core
    Monster 2
    Traits:
    Mental
    Ooze
    To Defeat:
    Combat 12
    Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
    If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.

    Barriers
    Spoiler:
    Invisible Wall
    Core
    Barrier 2
    Traits:
    Lock
    Magic
    Trigger
    To Defeat:
    Arcane
    Divine
    Perception 9
    When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
    If defeated, you may explore.

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

    Spoiler:
    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:
    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.

    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:
    Cleaving Battleaxe
    CotCT
    Weapon 2
    Traits:
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.

    Spoiler:
    Lucky Starknife
    Core
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 11
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
    On a local combat check, after the roll, freely recharge to add 1d4.
    You may use this power even if you have previously revealed this card on this check.

    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:
    Shock Kukri
    CotCT
    Weapon 3
    Traits:
    Electricity
    Finesse
    Knife
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Acrobatics
    Melee 12
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.

    Spells
    Spoiler:
    Deathgrip
    CotCT
    Spell 2
    Traits:
    Arcane
    Attack
    Cold
    Divine
    Magic
    Undead
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers.

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


    Spoiler:
    Aspect of the Monkey
    Core
    Spell 2
    Traits:
    Divine
    Magic
    Animal
    To Acquire:
    Wisdom
    Divine 7
    Display. While displayed:
    * On your Dexterity and Charisma checks, add 1d6.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.

    Spoiler:
    Full Pouch
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    Display. While displayed:
    * When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
    * At the end of your turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.


    Spoiler:
    Enervation
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    On any combat check, freely banish to decrease the difficulty by 2d4.

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


    Spoiler:
    Fly
    Core
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

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

    Spoiler:
    Magic Klar
    CotCT
    Armor 2
    Traits:
    Offhand
    Shield
    Magic
    To Acquire:
    Constitution
    Fortitude
    Melee
    Survival 9
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Helm of the Valkyrie
    Core
    Armor 2
    Traits:
    Heavy Armor
    Helm
    To Acquire:
    Constitution
    Fortitude 8
    When you suffer Combat damage, freely reveal to reduce it by 1.
    If proficient, when you suffer any damage, freely reveal to reduce it by 1.
    At the end of your turn, recharge to move.
    After playing this armor, you may not play a Helm boon this encounter.

    Spoiler:
    Shield of Resistance
    Core
    Armor 2
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 8
    When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
    On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    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:
    Drums of Haste
    CotCT
    Item 2
    Traits:
    Instrument
    Magic
    To Acquire:
    Constitution
    Charisma 8
    At the end of a local character's move step, display at your location.
    While displayed:
    * At the end of each turn, local characters may move, and distant characters may move here.
    * At the start of your turn, discard this card; if proficient, recharge it instead.

    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:
    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:
    Belt of Physical Prowess
    Core
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 11
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1.

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

    Allies
    Spoiler:
    Bound Homunculus
    Core
    Ally 2
    Traits:
    Construct
    Magic
    To Acquire:
    Intelligence
    Arcane
    Craft 8
    OR Charisma
    Diplomacy 10
    On a local check, banish to add 1d8.
    Banish to explore. This exploration, on your first check, add 1d6.

    DURING RECOVERY
    You may either succeed at a Craft 8 check or suffer the scourge wounded to recharge this card.


    Spoiler:
    Eries Yelloweyes
    CotCT
    Ally 2
    Traits:
    Hireling
    Lycanthrope
    To Acquire:
    Wisdom
    Survival 8
    OR Charisma
    Diplomacy 10
    On a local Dexterity check or a local check before acting, recharge to add 1d6.
    Discard to explore. This exploration, you cannot suffer scourges.

    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:
    Acadamae Scholar
    CotCT
    Ally 3
    Traits:
    Human
    Wizard
    To Acquire:
    Intelligence
    Arcane 10
    OR Charisma
    Diplomacy 14
    At the start of your turn, reveal to heal the ally Acadamae Student.
    On your Arcane check or your check against an Outsider card, reveal to add 1.
    Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.

    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.

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

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

    Spoiler:
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.

    Spoiler:
    The Crows
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
    To Acquire:
    Dexterity
    Stealth 4+#
    On your check to acquire, discard to bless twice.
    Discard to explore; if you do not encounter a boon, bury this card instead.

    Spoiler:
    The Prince of Pain
    Core
    Blessing 3
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
    To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.

    Hour Power: On your check, if no boons are played, it is blessed.

    Current Hour:

    The Peacock:
    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.

    Hours Remaining: 26

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Kyra/Gimry:
    Spoiler:
    Hourglass Card 1 Kyra/Gimry
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    Veteran
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Hourglass Card 2 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 2 Amiri/Matsu_Kurisu
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 3 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 3 Balazar/Iceman91
    The Courtesan
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, freely discard to use your Charisma die instead of the normal die.
    Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
    Hourglass Card 4 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 4 Varian/Bigguyinblack
    The Wanderer
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
    Discard to explore. If you moved this turn, recharge instead.
    Hourglass Card 5 Kyra/Gimry:
    Spoiler:
    Hourglass Card 5 Kyra/Gimry
    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.
    Hourglass Card 6 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 6 Amiri/Matsu_Kurisu
    The Tangled Briar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.
    Hourglass Card 7 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 7 Balazar/Iceman91
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 8 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 8 Varian/Bigguyinblack
    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 Kyra/Gimry:
    Spoiler:
    Hourglass Card 9 Kyra/Gimry
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 10 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 10 Amiri/Matsu_Kurisu
    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 11 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 11 Balazar/Iceman91
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    Veteran
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Hourglass Card 12 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 12 Varian/Bigguyinblack
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 13 Kyra/Gimry:
    Spoiler:
    Hourglass Card 13 Kyra/Gimry
    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 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 14 Amiri/Matsu_Kurisu
    Lady of Valor
    Core
    Blessing 3
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On another character's check to defeat, discard to add 2d8; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 15 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 15 Balazar/Iceman91
    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.
    Hourglass Card 16 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 16 Varian/Bigguyinblack
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 17 Kyra/Gimry:
    Spoiler:
    Hourglass Card 17 Kyra/Gimry
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    Veteran
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Hourglass Card 18 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 18 Amiri/Matsu_Kurisu
    The Liar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
    To Acquire:
    Charisma
    Knowledge 4+#
    On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
    Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
    Hourglass Card 19 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 19 Balazar/Iceman91
    The Lady of Mysteries
    Core
    Blessing 3
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless.
    On a check against an Undead bane, recharge to bless.
    Discard to draw 3 cards, then recharge 3 cards, then you may explore.
    Hourglass Card 20 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 20 Varian/Bigguyinblack
    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 21 Kyra/Gimry:
    Spoiler:
    Hourglass Card 21 Kyra/Gimry
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 22 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 22 Amiri/Matsu_Kurisu
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 23 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 23 Balazar/Iceman91
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 24 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 24 Varian/Bigguyinblack
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 25 Kyra/Gimry:
    Spoiler:
    Hourglass Card 25 Kyra/Gimry
    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.
    Hourglass Card 26 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 26 Amiri/Matsu_Kurisu
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    Veteran
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

    Location #0: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 10
    Located/Displayed Here: None

    Base Card 1:
    Cressida Kroft
    CotCT
    Supporter 0
    Traits:
    Human
    Soldier
    Display. While displayed:
    * You may bury to draw a new weapon or armor.
    * ? You may bury to draw a new Attack spell or Healing spell.
    It breaks my heart to see Korvosa tear itself apart.
    Heroes of your caliber are exactly what we need now.
    Base Card 2:
    Ishani Dhatri
    CotCT
    Supporter 2
    Traits:
    Cleric
    Human
    Display. While displayed:
    * You may bury to heal each local character a card.
    * You may bury to remove a scourge from each local character.
    * ? You may bury to draw a new blessing.
    Base Card 3:
    Keppira D'bear
    CotCT
    Supporter 2
    Traits:
    Cleric
    Human
    Display. While displayed:
    * On all checks against Undead banes, add 1d4.
    * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.
    Base Card 4:
    Neolandus Kalepopolis
    CotCT
    Supporter 3
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * You may bury to draw a new ally that lists Diplomacy in its check to acquire.
    * ? On your check against a story bane, you may bury an ally to add 1d6.
    Base Card 5:
    Vencarlo Orisini
    CotCT
    Supporter 1
    Traits:
    Expert
    Human
    Display. While displayed:
    * On any combat check, after the roll, you may bury to add 1d6.
    * ? On any combat check, you may bury to reroll.
    Base Card 6:
    Amin Jalento
    CotCT
    Supporter 1
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * On any check to acquire, you may bury to add 1d6.
    * ? You may bury to draw 2 new items, then banish 1 of them.
    Base Card 7:
    Laori Vaus
    CotCT
    Supporter 3
    Traits:
    Cleric
    Elf
    Display. While displayed:
    * After you discard cards as damage, you may draw a card.
    * ? When you would fail your combat check, you may bury to add 1d8.
    Base Card 8:
    Thousand Bones
    CotCT
    Supporter 1
    Traits:
    Human
    Shaman
    Display. While displayed:
    * You may bury to heal a character 1d4+1 cards.
    * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
    Base Card 9:
    Truthspeaker Akram
    CotCT
    Supporter 4
    Traits:
    Human
    Skald
    Display. While displayed:
    * You may bury to examine all cards in a location, then shuffle the location.
    * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll.
    Base Card 10:
    Trinia Sabor
    CotCT
    Supporter 1
    Traits:
    Bard
    Human
    Veteran
    Display. While displayed:
    * On any non-combat check, you may bury to add 1d4+#.
    * ? You may bury to heal a character a card and/or remove a scourge from them.

    Location #1: Cinderlands
    Sacred
    Wild
    At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
    When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check.
    When Permanently Closed: Examine the top card of any location.
    M: 8 Ba: 5 W: 3 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Amiri/Matsu_Kurisu, Balazar/Iceman91, Varian/Bigguyinblack, Kyra/Gimry, None
    Cinderlands Card 1:
    Cindermaw
    CotCT
    Story Bane 4
    Type: Monster
    Traits:
    Animal
    Fire
    To Defeat:
    Combat 27
    OR Strength
    Acrobatics
    Survival 12
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage.
    If undefeated, suffer the scourge Wounded.
    Cinderlands Card 2:
    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.
    Cinderlands Card 3:
    Returning Totem Spear
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Magic
    Melee
    Ranged
    Respect
    Spear
    To Acquire:
    Strength
    Melee 12
    OR Dexterity
    Ranged
    Survival 14
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
    If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Cinderlands Card 4:
    Vampiric Mist
    CotCT
    Monster 2
    Traits:
    Aberration
    To Defeat:
    Combat 12
    Vulnerable to Fire.
    Before acting, you may bury an ally.
    If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourge Wounded.
    Cinderlands Card 5:
    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.
    Cinderlands Card 6:
    Mist Horror
    CotCT
    Monster 3
    Traits:
    Elemental
    Outsider
    To Defeat:
    Combat 14
    Immune to Electricity and Ranged. Vulnerable to Cold.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
    Cinderlands Card 7:
    Unseen Sentinel
    Core
    Monster 2
    Traits:
    Outsider
    To Defeat:
    Combat 11
    Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
    Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
    This encounter cannot be avenged.
    Cinderlands Card 8:
    Brain Mold
    CotCT
    Barrier 4
    Traits:
    Obstacle
    Plant
    To Defeat:
    Intelligence
    Knowledge 10
    OR Wisdom
    Survival 7
    Before acting, mark your location with the scourges Drained and Poisoned.
    If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
    If undefeated, display this barrier at your location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When this location is closed, banish this barrier.
    Cinderlands Card 9:
    Roc
    CotCT
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 19
    If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.
    Cinderlands Card 10:
    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.
    Cinderlands Card 11:
    Shock Glaive
    Core
    Weapon 2
    Traits:
    2-Handed
    Electricity
    Magic
    Melee
    Polearm
    Slashing
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Cinderlands Card 12:
    Basilisk
    Core
    Monster 3
    Traits:
    Aberration
    Basilisk
    To Defeat:
    Combat 14
    Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
    If undefeated, bury a random card from your discards.
    If defeated, remove the scourges Dazed and Entangled from all local characters.
    Cinderlands Card 13:
    Frost Longbow
    Core
    Weapon 2
    Traits:
    2-Handed
    Bow
    Cold
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
    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.
    Cinderlands Card 14:
    Gargoyle
    Core
    Monster 2
    Traits:
    Gargoyle
    To Defeat:
    Combat 15
    Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.
    Cinderlands Card 15:
    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.
    Cinderlands Card 16:
    Minotaur
    Core
    Monster 2
    Traits:
    Minotaur
    To Defeat:
    Combat 15
    OR Fortitude 8
    If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
    Cinderlands Card 17:
    Haunt
    Core
    Barrier 2
    Traits:
    Task
    Trigger
    Undead
    Veteran
    To Defeat:
    Charisma
    Diplomacy 8+#
    OR Divine 6+#
    When examined, suffer the scourge Frightened.
    Cannot be evaded.
    If undefeated, suffer the scourge Drained.
    Cinderlands Card 18:
    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.
    Cinderlands Card 19:
    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.

    Location #2: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1:
    The Beating
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
    To Acquire:
    Strength
    Melee 4+#
    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.
    Cards Not In the Box Card 2:
    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.
    Cards Not In the Box Card 3:
    The Big Sky
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: At the start of your turn, you may remove 1 of your scourges.
    To Acquire:
    Strength
    Stealth 4+#
    On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
    Discard to explore, or to move then explore.
    Cards Not In the Box Card 4:
    The Bear
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your Strength check, add 2.
    To Acquire:
    Strength
    Acrobatics 4+#
    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.

  • Wayfinders

    Deck Handler

    Out of turn updates
    Biting Tigers: Combat 16
    reveal Dragonbane Greatsword 1d12+1+2+1d12+2, Kyra's Divine Fortune +1d6, Balazar vs summoned +1d8
    Combat 16: 1d12 + 1 + 2 + 1d12 + 2 + 1d6 + 1d8 ⇒ (8) + 1 + 2 + (2) + 2 + (3) + (8) = 26 Success


    deck handler

    Hour Power: On your check, if no boons are played, it is blessed. Draw 4 cards Augury, Giant Form, The Carnival, and Chain Lightning (Core). Recharge 4 cards Augury, Vampiric Touch, Lady of Valor, and Good Omen (Core).

    Cinderlands Card 1: Cindermaw:

    CotCT
    Story Bane 4
    Type: Monster
    Traits:
    Animal
    Fire
    To Defeat:
    Combat 27
    OR Strength
    Acrobatics
    Survival 12
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage.
    If undefeated, suffer the scourge Wounded.

    Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage.

    acrobatics 9 aided by the hour: 2d8 + 1 ⇒ (5, 2) + 1 = 8

    fire damage: 1d4 ⇒ 3

    Recharge Ring of Protection (Core) to prevent it. Pausing turn for a rules question.


    Deck Handler

    Cindermaw BA: trigger the hour and DF
    Dex 9: 1d6 + 1d6 + 1d6 ⇒ (6) + (5) + (2) = 13 Safe!


    deck handler

    Kyra has Divine Favor so I pass the BYA check and keep my Ring of Protection (Core).

    survival 12 aided by hour and Divine Favor: 2d4 + 1d6 ⇒ (1, 3) + (5) = 9

    Failed. Cindermaw is shuffled into location. I recharge Ring of Protection (Core) to prevent the 3 damage. I suffer the scourges Wounded an Honer-Tested. Discard Djinn to examine the next card.

    random card: 1d19 ⇒ 19

    Explore.

    Cinderlands Card 19: 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.

    Honor-Tested discard Chain Lightning (Core).

    BYA constitution 6 displaying Giant Form, aided by Honor-Tested, aided by Divine Favor: 1d12 + 1d6 + 7 ⇒ (6) + (4) + 7 = 17

    combat 18 aided by hour, Giant Form, and Divine Favor, aided by Honor-Tested: 2d12 + 1d6 + 1d4 ⇒ (8, 8) + (2) + (4) = 22

    Discard The Foreign Trader to explore.

    random card: 1d19 - 1 ⇒ (5) - 1 = 4

    Cinderlands Card 4: Vampiric Mist:

    CotCT
    Monster 2
    Traits:
    Aberration
    To Defeat:
    Combat 12
    Vulnerable to Fire.
    Before acting, you may bury an ally.
    If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourge Wounded.

    Honor Tested discard Sage's Journal (Core).

    BYA discard cards from the top of my deck: 1d4 ⇒ 1 Frost Ray (Core)

    combat 12 aided by hour, Giant Form, and Divine Favor, aided by Honor-Tested: 2d12 + 1d6 + 1d4 ⇒ (12, 6) + (4) + (1) = 23

    Before hand refresh recharge Giant Form and Chain Lightning (Core).

    Varian wrote:

    Hand: Shadowless Sword, The Carnival, Appleslayer, The Bear, Radovan (Core), Ruan Mirukova, Embiggen,

    Displayed:
    Deck: 9 Discard: 4 Buried: 0
    "Current Location: Cinderlands
    Hero Points: 4 // Varian has the following scourges marked:
    Wounded:
    While Marked:
    At the start of your turn, discard the top card of your deck.

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

    Honor-Tested:
    While Marked:
    When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.

    When you evade a monster, remove this scourge.

    At the end of the scenario, gain 1 respect point.

    "
    "NOTES:
    Available Support: Blessings are available for use.
    Folio Reroll: used
    Respect Points: 1
    At the start of my turn, suffer 1d4-1 Fire damage.

    The Carnival: On any check, discard to bless. After the roll, you may flip 1 non-d4 die upside-down and take the new result.

    Ruan Mirukova: On a local check, recharge to add 1d4 (1d12) and the Magic trait. If the character succeeds, they may heal a card.

    Embiggen: Freely display next to a local character. While displayed: On that character’s checks, replace all dice as follows: d4->d8, d6->d10, d8->12, d10->d12, d12->d20 (if you have one). At the end of the turn, banish.
    Movement: Move me with the group if my location closes.
    Other: Hi I'm Varian! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Soothing Word
    Recharged: Bound Imp (Core), Augury, Vampiric Touch, Lady of Valor, Good Omen (Core), Ring of Protection (Core), Giant Form, Chain Lightning (Core),
    Discard Pile: Djinn, The Foreign Trader, Sage's Journal (Core), Frost Ray (Core),
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d4 ☐ +1
    Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Wisdom d6 ☐ +1 ☐ +2 ☐ +3
    Charisma d6 ☐ +1 ☐ +2

    "Acrobatics Dexterity +1"
    "Arcane Intelligence +2"
    "Knowledge Intelligence +2"
    "Perception Wisdom +1"

    Favored Card: Weapon or Spell
    Hand Size: 6 ☑ 7 ☐ 8
    Proficiencies:
    Arcane|Sword
    POWERS:
    On your check to recharge a spell, you automatically fail.
    Before you reset, you may recharge an Arcane spell ([x] or 2 Arcane spells) from your discards.
    On a local check at an Urban location, you may recharge a card to add 1d4 (☐ +1).
    [x] At the start of your turn, you may draw up to # cards, then recharge that number of cards.
    [x] On another character's check (☐ or your check), when you play an ally that would add 1 or more dice, you may add 1d12 instead of the normal dice.

    Cinderlands cards 4 and 19 banished. Card 1 shuffled into location.

    Each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage.


    OFF-TURN ACTIONS:
    Strength 9: 1d8 + 2 + 1d8 + 1d6 ⇒ (1) + 2 + (7) + (2) = 12

    Roll Details:

    Strength - 1d8+2
    Blessed - 1d8
    Divine Fortune - 1d6


    During This Adventure:

  • The Harrow suit is Hammers.
  • Add 1d4 to Strength non-combat checks.
  • When you play your harrow, you may draw a weapon or an armor from your discards.
  • When you gain a respect point, record it on your Chronicle sheet. (Please track your own Respect points on your character sheet.)

    During This Scenario:

  • When you move to or from the Base without playing a Boon to move, bury a card
  • When you succeed a check to defeat by 20 or more, gain 1 respect point
  • When you fail a check to defeat Cindermaw, gain the scourge Honor-Tested. While marked with this scourge, at the start of your turn, suffer 1d4-1 Fire damage.
  • If you would defeat Cindermaw and are not marked with the scourge Honor-Tested, Cindermaw is undefeated instead.

    Story Banes:
    Danger: Inferno
    Villain: Cindermaw
    Henchmen: None

    Inferno:

    Story Bane
    Type: Barrier
    Traits: Fire Obstacle Veteran
    To Defeat: Dexterity Constitution Acrobatics Fortitude 5+#
    Before acting, each local character suffers 1 Fire damage. If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.

    Cindermaw:

    Story Bane
    Type: Monster
    Traits: Animal Fire
    To Defeat: Combat 27 OR Strength Acrobatics Survival 12
    Immune to Fire. Vulnerable to Cold. Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage. If undefeated, suffer the scourge Wounded.

    Additional Rules:

    Acquired Cards:

    Magistrate (Ally 2)
    Naval Hero (Ally 2)
    Sergeant-at-arms (Ally 2)
    Djinn (Ally 3)
    Urgathoa's Gluttony (Blessing 2)
    The Winged Serpent (Blessing 1)
    The Tall Knife (Weapon 3)

    Scenario Level (#): 4

    Turn: 5, Kyra/Gimry

    Random Cards:

    Monsters
    Spoiler:
    Chimera
    Core
    Monster 3
    Traits:
    Aberration
    Chimera
    To Defeat:
    Combat 9
    THEN Combat 10
    THEN Combat 11
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, 3 random local characters suffer 1d4 Combat damage.

    Spoiler:
    Inquisitor Devil
    CotCT
    Monster 3
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 17
    OR Arcane 10
    Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
    While acting, when another character plays a card, they suffer 1 Cold damage.
    If undefeated, suffer the scourge Poisoned.

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

    Spoiler:
    Cytillipede
    CotCT
    Monster 4
    Traits:
    Vermin
    To Defeat:
    Combat 16
    Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
    If undefeated, a random local character summons and encounters this monster.

    Spoiler:
    Smoke Slayer
    CotCT
    Monster 2
    Traits:
    Elemental
    To Defeat:
    Combat 13
    Resistant to Melee.
    Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.

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

    Spoiler:
    Treacherous Tunnels
    CotCT
    Barrier 2
    Traits:
    Obstacle
    To Defeat:
    Wisdom
    Survival 9
    If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.

    Spoiler:
    Captive Horror
    CotCT
    Barrier 2
    Traits:
    Lock
    Trigger
    To Defeat:
    Wisdom
    Disable
    Stealth 9
    When examined, encounter this barrier.
    If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.

    Spoiler:
    Guardian Door
    Core
    Barrier 2
    Traits:
    Obstacle
    Task
    To Defeat:
    Intelligence
    Diplomacy
    Disable
    Stealth 8
    If undefeated, reload this barrier into its location, then summon and encounter a monster.

    Spoiler:
    Death's Breath Door
    CotCT
    Barrier 2
    Traits:
    Lock
    Trap
    To Defeat:
    Strength
    Dexterity
    Disable
    Divine 10
    If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.

    Weapons
    Spoiler:
    Vicious Scythe
    CotCT
    Weapon 2
    Traits:
    2-Handed
    Magic
    Melee
    Scythe
    Slashing
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Cleaving Battleaxe
    CotCT
    Weapon 2
    Traits:
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.

    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:
    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:
    Venomous Hand Crossbow
    CotCT
    Weapon 2
    Traits:
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged
    Stealth 12
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
    On a local combat check, freely reveal this card and recharge a Ranged weapon 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:
    Dimensional Jump
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    When you encounter a bane, banish to evade it.
    Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.

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


    Spoiler:
    Giant Form
    CotCT
    Spell 4
    Traits:
    Arcane
    Magic
    Divine
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    Display next to a local character.
    While displayed:
    * This character's Strength and Constitution skills are 1d12+4.
    * On this character's Strength checks, add 1d4.
    * At the end of the turn, banish.

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


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

    Spoiler:
    Twisted Space
    Core
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    When a character encounters a monster, banish to let them evade it; a local character may encounter it.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    Spoiler:
    Disable Mechanism
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    Divine
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 10
    When you encounter a Construct, Lock, or Trap bane, banish to evade it.
    On any Disable check or any check against a Construct, Lock, or Trap bane, 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.


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

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

    Spoiler:
    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:
    Magic Klar
    CotCT
    Armor 2
    Traits:
    Offhand
    Shield
    Magic
    To Acquire:
    Constitution
    Fortitude
    Melee
    Survival 9
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat 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:
    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:
    Belt of Physical Prowess
    Core
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 11
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1.

    Spoiler:
    Ring of Protection
    Core
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 3.

    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:
    Plaguebringer's Mask
    CotCT
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Craft 11
    On your combat check or your check against a Disease card, reload to add 1d8.
    When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.

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

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

    Spoiler:
    Noble
    Core
    Ally 2
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 9
    On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.

    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.

    Blessings
    Spoiler:
    Grandmother Nightmare
    Core
    Blessing 3
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
    To Acquire:
    Intelligence
    Arcane
    Divine 8
    On any check, discard to bless.
    On a check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.

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

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

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

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

    Current Hour:

    Cayden Cailean's Revelry:
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    Veteran
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.

    Hours Remaining: 25

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 1 Amiri/Matsu_Kurisu
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 2 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 2 Balazar/Iceman91
    The Courtesan
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, freely discard to use your Charisma die instead of the normal die.
    Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
    Hourglass Card 3 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Varian/Bigguyinblack
    The Wanderer
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
    Discard to explore. If you moved this turn, recharge instead.
    Hourglass Card 4 Kyra/Gimry:
    Spoiler:
    Hourglass Card 4 Kyra/Gimry
    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.
    Hourglass Card 5 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 5 Amiri/Matsu_Kurisu
    The Tangled Briar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.
    Hourglass Card 6 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 6 Balazar/Iceman91
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 7 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 Varian/Bigguyinblack
    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 8 Kyra/Gimry:
    Spoiler:
    Hourglass Card 8 Kyra/Gimry
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 9 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 9 Amiri/Matsu_Kurisu
    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 10 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 10 Balazar/Iceman91
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    Veteran
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Hourglass Card 11 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 11 Varian/Bigguyinblack
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 12 Kyra/Gimry:
    Spoiler:
    Hourglass Card 12 Kyra/Gimry
    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 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 13 Amiri/Matsu_Kurisu
    Lady of Valor
    Core
    Blessing 3
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On another character's check to defeat, discard to add 2d8; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 14 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 14 Balazar/Iceman91
    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.
    Hourglass Card 15 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 Varian/Bigguyinblack
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 16 Kyra/Gimry:
    Spoiler:
    Hourglass Card 16 Kyra/Gimry
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    Veteran
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Hourglass Card 17 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 17 Amiri/Matsu_Kurisu
    The Liar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
    To Acquire:
    Charisma
    Knowledge 4+#
    On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
    Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
    Hourglass Card 18 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 18 Balazar/Iceman91
    The Lady of Mysteries
    Core
    Blessing 3
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless.
    On a check against an Undead bane, recharge to bless.
    Discard to draw 3 cards, then recharge 3 cards, then you may explore.
    Hourglass Card 19 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 19 Varian/Bigguyinblack
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 20 Kyra/Gimry:
    Spoiler:
    Hourglass Card 20 Kyra/Gimry
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 21 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 21 Amiri/Matsu_Kurisu
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 22 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 22 Balazar/Iceman91
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 23 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 23 Varian/Bigguyinblack
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 24 Kyra/Gimry:
    Spoiler:
    Hourglass Card 24 Kyra/Gimry
    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.
    Hourglass Card 25 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 25 Amiri/Matsu_Kurisu
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    Veteran
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

    Location #0: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 10
    Located/Displayed Here: None

    Base Card 1:
    Cressida Kroft
    CotCT
    Supporter 0
    Traits:
    Human
    Soldier
    Display. While displayed:
    * You may bury to draw a new weapon or armor.
    * ? You may bury to draw a new Attack spell or Healing spell.
    It breaks my heart to see Korvosa tear itself apart.
    Heroes of your caliber are exactly what we need now.
    Base Card 2:
    Ishani Dhatri
    CotCT
    Supporter 2
    Traits:
    Cleric
    Human
    Display. While displayed:
    * You may bury to heal each local character a card.
    * You may bury to remove a scourge from each local character.
    * ? You may bury to draw a new blessing.
    Base Card 3:
    Keppira D'bear
    CotCT
    Supporter 2
    Traits:
    Cleric
    Human
    Display. While displayed:
    * On all checks against Undead banes, add 1d4.
    * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.
    Base Card 4:
    Neolandus Kalepopolis
    CotCT
    Supporter 3
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * You may bury to draw a new ally that lists Diplomacy in its check to acquire.
    * ? On your check against a story bane, you may bury an ally to add 1d6.
    Base Card 5:
    Vencarlo Orisini
    CotCT
    Supporter 1
    Traits:
    Expert
    Human
    Display. While displayed:
    * On any combat check, after the roll, you may bury to add 1d6.
    * ? On any combat check, you may bury to reroll.
    Base Card 6:
    Amin Jalento
    CotCT
    Supporter 1
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * On any check to acquire, you may bury to add 1d6.
    * ? You may bury to draw 2 new items, then banish 1 of them.
    Base Card 7:
    Laori Vaus
    CotCT
    Supporter 3
    Traits:
    Cleric
    Elf
    Display. While displayed:
    * After you discard cards as damage, you may draw a card.
    * ? When you would fail your combat check, you may bury to add 1d8.
    Base Card 8:
    Thousand Bones
    CotCT
    Supporter 1
    Traits:
    Human
    Shaman
    Display. While displayed:
    * You may bury to heal a character 1d4+1 cards.
    * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
    Base Card 9:
    Truthspeaker Akram
    CotCT
    Supporter 4
    Traits:
    Human
    Skald
    Display. While displayed:
    * You may bury to examine all cards in a location, then shuffle the location.
    * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll.
    Base Card 10:
    Trinia Sabor
    CotCT
    Supporter 1
    Traits:
    Bard
    Human
    Veteran
    Display. While displayed:
    * On any non-combat check, you may bury to add 1d4+#.
    * ? You may bury to heal a character a card and/or remove a scourge from them.

    Location #1: Cinderlands
    Sacred
    Wild
    At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
    When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check.
    When Permanently Closed: Examine the top card of any location.
    M: 6 Ba: 5 W: 3 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Amiri/Matsu_Kurisu, Balazar/Iceman91, Varian/Bigguyinblack, Kyra/Gimry, None
    Cinderlands Card 1:
    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.
    Cinderlands Card 2:
    Unseen Sentinel
    Core
    Monster 2
    Traits:
    Outsider
    To Defeat:
    Combat 11
    Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
    Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
    This encounter cannot be avenged.
    Cinderlands Card 3:
    Cindermaw
    CotCT
    Story Bane 4
    Type: Monster
    Traits:
    Animal
    Fire
    To Defeat:
    Combat 27
    OR Strength
    Acrobatics
    Survival 12
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage.
    If undefeated, suffer the scourge Wounded.
    Cinderlands Card 4:
    Minotaur
    Core
    Monster 2
    Traits:
    Minotaur
    To Defeat:
    Combat 15
    OR Fortitude 8
    If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
    Cinderlands Card 5:
    Returning Totem Spear
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Magic
    Melee
    Ranged
    Respect
    Spear
    To Acquire:
    Strength
    Melee 12
    OR Dexterity
    Ranged
    Survival 14
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
    If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Cinderlands Card 6:
    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.
    Cinderlands Card 7:
    Basilisk
    Core
    Monster 3
    Traits:
    Aberration
    Basilisk
    To Defeat:
    Combat 14
    Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
    If undefeated, bury a random card from your discards.
    If defeated, remove the scourges Dazed and Entangled from all local characters.
    Cinderlands Card 8:
    Roc
    CotCT
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 19
    If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.
    Cinderlands Card 9:
    Frost Longbow
    Core
    Weapon 2
    Traits:
    2-Handed
    Bow
    Cold
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
    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.
    Cinderlands Card 10:
    Haunt
    Core
    Barrier 2
    Traits:
    Task
    Trigger
    Undead
    Veteran
    To Defeat:
    Charisma
    Diplomacy 8+#
    OR Divine 6+#
    When examined, suffer the scourge Frightened.
    Cannot be evaded.
    If undefeated, suffer the scourge Drained.
    Cinderlands Card 11:
    Gargoyle
    Core
    Monster 2
    Traits:
    Gargoyle
    To Defeat:
    Combat 15
    Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.
    Cinderlands Card 12:
    Brain Mold
    CotCT
    Barrier 4
    Traits:
    Obstacle
    Plant
    To Defeat:
    Intelligence
    Knowledge 10
    OR Wisdom
    Survival 7
    Before acting, mark your location with the scourges Drained and Poisoned.
    If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
    If undefeated, display this barrier at your location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When this location is closed, banish this barrier.
    Cinderlands Card 13:
    Shock Glaive
    Core
    Weapon 2
    Traits:
    2-Handed
    Electricity
    Magic
    Melee
    Polearm
    Slashing
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Cinderlands Card 14:
    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.
    Cinderlands Card 15:
    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.
    Cinderlands Card 16:
    Mist Horror
    CotCT
    Monster 3
    Traits:
    Elemental
    Outsider
    To Defeat:
    Combat 14
    Immune to Electricity and Ranged. Vulnerable to Cold.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
    Cinderlands Card 17:
    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.

    Location #2: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1:
    The Beating
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
    To Acquire:
    Strength
    Melee 4+#
    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.
    Cards Not In the Box Card 2:
    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.
    Cards Not In the Box Card 3:
    The Big Sky
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: At the start of your turn, you may remove 1 of your scourges.
    To Acquire:
    Strength
    Stealth 4+#
    On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
    Discard to explore, or to move then explore.
    Cards Not In the Box Card 4:
    The Bear
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your Strength check, add 2.
    To Acquire:
    Strength
    Acrobatics 4+#
    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.


  • ========================
    Kyra starts her turn.
    Hour: Cayden Cailean's Revelry
    Hour Power:On your check, you may discard a card to reroll 1 die showing 1 or 2.
    Location: Cinderlands
    Location Power:On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
    Adventure Powers:

  • The Harrow suit is Hammers.
  • Add 1d4 to Strength non-combat checks.
  • When you play your harrow, you may draw a weapon or an armor from your discards.
    Scenario Powers:
  • When you move to or from the Base without playing a boon to move, bury a boon.
  • When you succeed at a check to defeat by 20 or more, gain 1 respect point.
  • When you advance the hour, if it is Proxy B, each character at a random occupied location summons and encounters the non-closing henchman Collapse. Then banish the proxy.
  • When you fail a check to defeat Cindermaw, gain the scourge Honor-Tested. While marked with this scourge, at the start of your turn, suffer 1d4-1 Fire damage.
  • If you would defeat Cindermaw and are not marked with the scourge Honor-Tested, Cindermaw is undefeated instead.

    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.

    Divine 12: 1d10 + 4 + 1d10 ⇒ (10) + 4 + (10) = 24

    Roll Details:

    Divine - 1d10+4
    Blessed - 1d10

    Use The Healing Light to bless
    Kyra has all cards in her discard pile healed: (Blessing of Cayden Cailean). Deck shuffled.

    Use Sergent to explore again

    Unseen Sentinel:

    Core
    Monster 2
    Traits:
    Outsider
    To Defeat:
    Combat 11
    Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
    Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
    This encounter cannot be avenged.

    Perception 7: 1d4 + 1d4 ⇒ (2) + (2) = 4

    Roll Details:

    Perception - 1d4
    Sergeant-at-arms - 1d4

    Draw Armor for the 1 damage

    Combat 14(11+3): 1d10 + 4 + 1d8 + 2 + 1d4 ⇒ (6) + 4 + (3) + 2 + (2) = 17

    Roll Details:

    Combat(Divine) - 1d10+4
    Wyrmsmite - 1d8+2
    Sergeant-at-arms - 1d4

    Balazar Heal: 1d4 ⇒ 2
    Recharge Cure to heal Balazar for 2

    "Kyra ends her turn.

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

    Kyra resets her hand."

    "

    Kyra wrote:

    Hand: Wyrmsmite, Divine Insight, Embiggen, The Paladin, Desna's Freedom,

    Displayed: Gray Maiden Plate,
    Deck: 10 Discard: 3 Buried: 0
    Current Location: Cinderlands
    Hero Points: 2
    Respect Points: 1
    NOTES:
    Other: Paizo reroll used for scenario CoCT-4B?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Magistrate, Pearl of Wisdom, Flaming Mace, Holy Light, Glorious Warhammer, Blessing of Cayden Cailean, Holy Symbol, Blessing of Sivanah, Augury
    Recharged: Cure,
    Discard Pile: The Healing Light, Sergeant-at-arms, Divine Fortune,
    Buried Pile:

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

    Favored Card: Blessing
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
    Proficiencies:
    Armor,Divine, ☑ Weapon
    POWERS:
    On a local check against an Outsider or Undead bane, add 1d4 (☑ 1d6) and the Magic trait.
    At the end of your turn, you may recharge a Divine card to (☑ remove a Scourge from a local character) or heal a local character a card (☑ or 1d4 cards).

    "

    End of Turn Summary
    Recharge Cure to heal Balazar for 2


  • During This Adventure:

  • The Harrow suit is Hammers.
  • Add 1d4 to Strength non-combat checks.
  • When you play your harrow, you may draw a weapon or an armor from your discards.
  • When you gain a respect point, record it on your Chronicle sheet. (Please track your own Respect points on your character sheet.)

    During This Scenario:

  • When you move to or from the Base without playing a Boon to move, bury a card
  • When you succeed a check to defeat by 20 or more, gain 1 respect point
  • When you fail a check to defeat Cindermaw, gain the scourge Honor-Tested. While marked with this scourge, at the start of your turn, suffer 1d4-1 Fire damage.
  • If you would defeat Cindermaw and are not marked with the scourge Honor-Tested, Cindermaw is undefeated instead.

    Story Banes:
    Danger: Inferno
    Villain: Cindermaw
    Henchmen: None

    Inferno:

    Story Bane
    Type: Barrier
    Traits: Fire Obstacle Veteran
    To Defeat: Dexterity Constitution Acrobatics Fortitude 5+#
    Before acting, each local character suffers 1 Fire damage. If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.

    Cindermaw:

    Story Bane
    Type: Monster
    Traits: Animal Fire
    To Defeat: Combat 27 OR Strength Acrobatics Survival 12
    Immune to Fire. Vulnerable to Cold. Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage. If undefeated, suffer the scourge Wounded.

    Additional Rules:

    Acquired Cards:

    Magistrate (Ally 2)
    Naval Hero (Ally 2)
    Sergeant-at-arms (Ally 2)
    Djinn (Ally 3)
    Urgathoa's Gluttony (Blessing 2)
    The Winged Serpent (Blessing 1)
    The Tall Knife (Weapon 3)

    Scenario Level (#): 4

    Turn: 6, Amiri/Matsu_Kurisu

    Random Cards:

    Monsters
    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:
    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.

    Spoiler:
    Garden Guardian
    CotCT
    Monster 3
    Traits:
    Outsider
    Plant
    To Defeat:
    Combat 15
    Immune to Mental and Poison.
    Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.

    Spoiler:
    Catoblepas
    CotCT
    Monster 4
    Traits:
    Aberration
    Trigger
    To Defeat:
    Combat 20
    When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
    If undefeated, each local character suffers the scourge Poisoned.

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

    Barriers
    Spoiler:
    Treacherous Tunnels
    CotCT
    Barrier 2
    Traits:
    Obstacle
    To Defeat:
    Wisdom
    Survival 9
    If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.

    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:
    Guardian Door
    Core
    Barrier 2
    Traits:
    Obstacle
    Task
    To Defeat:
    Intelligence
    Diplomacy
    Disable
    Stealth 8
    If undefeated, reload this barrier into its location, then summon and encounter a monster.

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

    Spoiler:
    Death's Breath Door
    CotCT
    Barrier 2
    Traits:
    Lock
    Trap
    To Defeat:
    Strength
    Dexterity
    Disable
    Divine 10
    If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.

    Weapons
    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:
    Shock Kukri
    CotCT
    Weapon 3
    Traits:
    Electricity
    Finesse
    Knife
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Acrobatics
    Melee 12
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.

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

    Spells
    Spoiler:
    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:
    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.

    Spoiler:
    Vampiric Touch
    CotCT
    Spell 2
    Traits:
    Arcane
    Attack
    Magic
    Undead
    To Acquire:
    Intelligence
    Arcane 9
    For your combat check, banish to use Arcane + 2d6, then you may heal a card.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.


    Spoiler:
    Enervation
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    On any combat check, freely banish to decrease the difficulty by 2d4.

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


    Spoiler:
    Lightning Bolt
    Core
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

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

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

    Spoiler:
    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:
    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:
    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.

    Items
    Spoiler:
    Zellara's Harrow Deck
    CotCT
    Item 2
    Traits:
    Gambling
    Harrow
    Loot
    Magic
    Mental
    Tool
    To Acquire:
    Wisdom
    Perception 10
    Reload to examine the top 3 cards of any character's deck and return them in any order.
    Banish to examine the top 3 cards of any location and return them in any order.

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


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

    Spoiler:
    Ring of Protection
    Core
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 3.

    Spoiler:
    Plaguebringer's Mask
    CotCT
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Craft 11
    On your combat check or your check against a Disease card, reload to add 1d8.
    When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.

    Spoiler:
    The Unveiling
    CotCT
    Item 2
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Constitution
    Divine
    Fortitude 7
    OR Craft 5
    Banish or shuffle into another character's deck to remove a scourge from any character.
    DURING RECOVERY
    If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.

    Allies
    Spoiler:
    Flensing Jelly
    Core
    Ally 2
    Traits:
    Alchemical
    Ooze
    To Acquire:
    Intelligence
    Craft 9
    OR Wisdom
    Survival 11
    On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
    Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
    DURING RECOVERY
    You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.

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

    Spoiler:
    Pit Gladiator
    CotCT
    Ally 2
    Traits:
    Fighter
    Human
    To Acquire:
    Strength
    Melee 10
    THEN Charisma
    Diplomacy 9
    On a local combat check, bury to add 2d6.
    Discard to explore; you may first draw a weapon from your discards.

    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:
    Hellknight of the Nail
    CotCT
    Ally 3
    Traits:
    Hellknight
    Human
    To Acquire:
    Charisma
    Diplomacy 11
    On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

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

    Spoiler:
    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:
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    Veteran
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.

    Spoiler:
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers.
    To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.

    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.

    Hour Power: No effect.

    Current Hour:

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

    Hours Remaining: 24

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 1 Balazar/Iceman91
    The Courtesan
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, freely discard to use your Charisma die instead of the normal die.
    Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
    Hourglass Card 2 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 Varian/Bigguyinblack
    The Wanderer
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
    Discard to explore. If you moved this turn, recharge instead.
    Hourglass Card 3 Kyra/Gimry:
    Spoiler:
    Hourglass Card 3 Kyra/Gimry
    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.
    Hourglass Card 4 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 4 Amiri/Matsu_Kurisu
    The Tangled Briar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.
    Hourglass Card 5 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 5 Balazar/Iceman91
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 6 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 6 Varian/Bigguyinblack
    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 Kyra/Gimry:
    Spoiler:
    Hourglass Card 7 Kyra/Gimry
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 8 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 8 Amiri/Matsu_Kurisu
    The Sickness
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you suffer damage, suffer the scourge Plagued.
    To Acquire:
    Constitution
    Fortitude 4+#
    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
    Hourglass Card 9 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 9 Balazar/Iceman91
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    Veteran
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Hourglass Card 10 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 10 Varian/Bigguyinblack
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 11 Kyra/Gimry:
    Spoiler:
    Hourglass Card 11 Kyra/Gimry
    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 12 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 12 Amiri/Matsu_Kurisu
    Lady of Valor
    Core
    Blessing 3
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On another character's check to defeat, discard to add 2d8; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 13 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 13 Balazar/Iceman91
    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.
    Hourglass Card 14 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 14 Varian/Bigguyinblack
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 15 Kyra/Gimry:
    Spoiler:
    Hourglass Card 15 Kyra/Gimry
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    Veteran
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Hourglass Card 16 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 16 Amiri/Matsu_Kurisu
    The Liar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
    To Acquire:
    Charisma
    Knowledge 4+#
    On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
    Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
    Hourglass Card 17 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 17 Balazar/Iceman91
    The Lady of Mysteries
    Core
    Blessing 3
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless.
    On a check against an Undead bane, recharge to bless.
    Discard to draw 3 cards, then recharge 3 cards, then you may explore.
    Hourglass Card 18 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 18 Varian/Bigguyinblack
    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 19 Kyra/Gimry:
    Spoiler:
    Hourglass Card 19 Kyra/Gimry
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 20 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 20 Amiri/Matsu_Kurisu
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 21 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 21 Balazar/Iceman91
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 22 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 22 Varian/Bigguyinblack
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 23 Kyra/Gimry:
    Spoiler:
    Hourglass Card 23 Kyra/Gimry
    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.
    Hourglass Card 24 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 24 Amiri/Matsu_Kurisu
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    Veteran
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

    Location #0: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 10
    Located/Displayed Here: None

    Base Card 1:
    Cressida Kroft
    CotCT
    Supporter 0
    Traits:
    Human
    Soldier
    Display. While displayed:
    * You may bury to draw a new weapon or armor.
    * ? You may bury to draw a new Attack spell or Healing spell.
    It breaks my heart to see Korvosa tear itself apart.
    Heroes of your caliber are exactly what we need now.
    Base Card 2:
    Ishani Dhatri
    CotCT
    Supporter 2
    Traits:
    Cleric
    Human
    Display. While displayed:
    * You may bury to heal each local character a card.
    * You may bury to remove a scourge from each local character.
    * ? You may bury to draw a new blessing.
    Base Card 3:
    Keppira D'bear
    CotCT
    Supporter 2
    Traits:
    Cleric
    Human
    Display. While displayed:
    * On all checks against Undead banes, add 1d4.
    * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.
    Base Card 4:
    Neolandus Kalepopolis
    CotCT
    Supporter 3
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * You may bury to draw a new ally that lists Diplomacy in its check to acquire.
    * ? On your check against a story bane, you may bury an ally to add 1d6.
    Base Card 5:
    Vencarlo Orisini
    CotCT
    Supporter 1
    Traits:
    Expert
    Human
    Display. While displayed:
    * On any combat check, after the roll, you may bury to add 1d6.
    * ? On any combat check, you may bury to reroll.
    Base Card 6:
    Amin Jalento
    CotCT
    Supporter 1
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * On any check to acquire, you may bury to add 1d6.
    * ? You may bury to draw 2 new items, then banish 1 of them.
    Base Card 7:
    Laori Vaus
    CotCT
    Supporter 3
    Traits:
    Cleric
    Elf
    Display. While displayed:
    * After you discard cards as damage, you may draw a card.
    * ? When you would fail your combat check, you may bury to add 1d8.
    Base Card 8:
    Thousand Bones
    CotCT
    Supporter 1
    Traits:
    Human
    Shaman
    Display. While displayed:
    * You may bury to heal a character 1d4+1 cards.
    * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
    Base Card 9:
    Truthspeaker Akram
    CotCT
    Supporter 4
    Traits:
    Human
    Skald
    Display. While displayed:
    * You may bury to examine all cards in a location, then shuffle the location.
    * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll.
    Base Card 10:
    Trinia Sabor
    CotCT
    Supporter 1
    Traits:
    Bard
    Human
    Veteran
    Display. While displayed:
    * On any non-combat check, you may bury to add 1d4+#.
    * ? You may bury to heal a character a card and/or remove a scourge from them.

    Location #1: Cinderlands
    Sacred
    Wild
    At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
    When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check.
    When Permanently Closed: Examine the top card of any location.
    M: 6 Ba: 4 W: 3 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Amiri/Matsu_Kurisu, Balazar/Iceman91, Varian/Bigguyinblack, Kyra/Gimry, None
    Cinderlands Card 1:
    Cindermaw
    CotCT
    Story Bane 4
    Type: Monster
    Traits:
    Animal
    Fire
    To Defeat:
    Combat 27
    OR Strength
    Acrobatics
    Survival 12
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage.
    If undefeated, suffer the scourge Wounded.
    Cinderlands Card 2:
    Minotaur
    Core
    Monster 2
    Traits:
    Minotaur
    To Defeat:
    Combat 15
    OR Fortitude 8
    If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
    Cinderlands Card 3:
    Returning Totem Spear
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Magic
    Melee
    Ranged
    Respect
    Spear
    To Acquire:
    Strength
    Melee 12
    OR Dexterity
    Ranged
    Survival 14
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
    If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Cinderlands Card 4:
    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.
    Cinderlands Card 5:
    Basilisk
    Core
    Monster 3
    Traits:
    Aberration
    Basilisk
    To Defeat:
    Combat 14
    Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
    If undefeated, bury a random card from your discards.
    If defeated, remove the scourges Dazed and Entangled from all local characters.
    Cinderlands Card 6:
    Roc
    CotCT
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 19
    If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.
    Cinderlands Card 7:
    Frost Longbow
    Core
    Weapon 2
    Traits:
    2-Handed
    Bow
    Cold
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
    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.
    Cinderlands Card 8:
    Haunt
    Core
    Barrier 2
    Traits:
    Task
    Trigger
    Undead
    Veteran
    To Defeat:
    Charisma
    Diplomacy 8+#
    OR Divine 6+#
    When examined, suffer the scourge Frightened.
    Cannot be evaded.
    If undefeated, suffer the scourge Drained.
    Cinderlands Card 9:
    Gargoyle
    Core
    Monster 2
    Traits:
    Gargoyle
    To Defeat:
    Combat 15
    Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.
    Cinderlands Card 10:
    Brain Mold
    CotCT
    Barrier 4
    Traits:
    Obstacle
    Plant
    To Defeat:
    Intelligence
    Knowledge 10
    OR Wisdom
    Survival 7
    Before acting, mark your location with the scourges Drained and Poisoned.
    If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
    If undefeated, display this barrier at your location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When this location is closed, banish this barrier.
    Cinderlands Card 11:
    Shock Glaive
    Core
    Weapon 2
    Traits:
    2-Handed
    Electricity
    Magic
    Melee
    Polearm
    Slashing
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Cinderlands Card 12:
    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.
    Cinderlands Card 13:
    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.
    Cinderlands Card 14:
    Mist Horror
    CotCT
    Monster 3
    Traits:
    Elemental
    Outsider
    To Defeat:
    Combat 14
    Immune to Electricity and Ranged. Vulnerable to Cold.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
    Cinderlands Card 15:
    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.

    Location #2: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1:
    The Beating
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
    To Acquire:
    Strength
    Melee 4+#
    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.
    Cards Not In the Box Card 2:
    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.
    Cards Not In the Box Card 3:
    The Big Sky
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: At the start of your turn, you may remove 1 of your scourges.
    To Acquire:
    Strength
    Stealth 4+#
    On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
    Discard to explore, or to move then explore.
    Cards Not In the Box Card 4:
    The Bear
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your Strength check, add 2.
    To Acquire:
    Strength
    Acrobatics 4+#
    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.


  • Deck Handler

    The Winged Serpent and Djinn are healed. :thumbs up:

    Wayfinders

    Deck Handler

    Turn Order Balazar/Iceman91, Varian/Bigguyinblack, Kyra/Gimry, Amiri/Matsu_Kurisu

    Out of turn updates
    On Varian's turn: Cinderlands Card 1: Cindermaw
    Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage.
    Acrobatics 1d6+3, hour: +1d6, Divine Fortune +1d6
    Acrobatics 9: 1d6 + 3 + 1d6 + 1d6 ⇒ (6) + 3 + (4) + (3) = 16 Success

    Hour = 6, Amiri/Matsu_Kurisu: Benefaction
    Hour Power: No effect.

    Start of Turn
    At: #1: Cinderlands

    SoT Kit Swap: (Crowbar (Classic)) into kit, (Topaz of Strength) into hand

    Give: No
    Move: No

    At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.

    Free explore = Cinderlands Card 1: Cindermaw: Story Bane 4: Combat 27

    Spoiler:
    Type: Monster
    Traits:
    Animal
    Fire
    To Defeat:
    Combat 27
    OR Strength
    Acrobatics
    Survival 12
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage.
    If undefeated, suffer the scourge Wounded.

    each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage.
    Acrobatics 1d6+3,Display Sklar-Quah Thundercaller +1d6, Discard hw The Forge +1d6 (#Boons) +2
    Acrobatics 9: 1d6 + 3 + 1d6 + 1d6 + 2 ⇒ (1) + 3 + (5) + (2) + 2 = 13 Success
    Reveal Dragonbane Greatsword 1d12+1+2+1d12+2, bury Blessing of Lamashtu +2d12, Rage(Topaz of Strength) +1d8+2+1
    Combat 27: 1d12 + 1 + 2 + 1d12 + 2 + 2d12 + 1d8 + 2 + 1 ⇒ (12) + 1 + 2 + (9) + 2 + (4, 11) + (6) + 2 + 1 = 50 When you succeed a check to defeat by 20 or more, gain 1 respect point
    If you would defeat Cindermaw and are not marked with the scourge Honor-Tested, Cindermaw is undefeated instead.
    If undefeated, suffer the scourge Wounded.

    End of Turn
    Amiri.EoT Move to ( )

    Recovery

    Reset
    Recharge
    Discard
    Draw Cold Iron Greatsword, Blackjack's Daggers, Pit Gladiator, Shock Glaive

    Summary
    Location = #1: Cinderlands Random( 1-17 )
    Acquired =
    Banished =
    Examined =
    Displayed =
    Moved =

    Respect = 0 + 1 = 1

    From Box =

    Give =

    Used =

    Other = each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage.

    "

    Amiri wrote:

    Hand: Dragonbane Greatsword, Cold Iron Greatsword, Blackjack's Daggers, Pit Gladiator, Shock Glaive,

    Displayed: Sklar-Quah Thundercaller,
    Deck: 10 Discard: 3 Buried: 2
    Hero Points: 1 // Amiri has the following scourges marked:
    Wounded:
    While Marked:
    At the start of your turn, discard the top card of your deck.
    When you would heal any number of cards, you may remove this scourge instead.

    NOTES:
    Available Support: Distant: Any available
    Local: Any available
    Movement: On Close:
    Other: Hi I'm Amiri! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Giantbane Greataxe, Wayfinder, lt Ausio Carowyn, lt Lyrune-quah Moon Maiden, The Wanderer, Blessing of the Gods, Magic Chain Mail
    Recharged: Blackjack's Gear, Blackjack's Rapier, Our Lord in Iron,
    Discard Pile: Pharasma's Knowing, ac Urgathoa's Gluttony, hw The Forge,
    Buried Pile: Blessing of Lamashtu, Topaz of Strength,

    Skills and Powers:
    SKILLS
    Strength d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Melee: Str +2
    Dexterity d6 ☐ +1 ☐ +2
    - Acrobatics: Dexterity +3
    - Stealth: Dexterity +3
    Constitution d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    - Fortitude: Con +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1 ☐ +2
    - Survival: Wis+2
    Charisma d4 ☐ +1
    - Diplomacy: Charisma +3

    Favored Card: Weapon
    Hand Size: 4 ☑ 5 ☐ 6 ☐ 7
    Proficiencies:
    Armor [ X] | Weapon
    ROLE:
    Base
    POWERS:
    On your Strength check or your check against a monster, you may bury a card from your hand (☐ or discards) to add your Fortitude skill.
    Closing your location does not prevent you from exploring (☐ and after you close your location, you may draw a card).
    At the end of your turn, you may move; any local characters may move with you.
    You may add Blackjack cards to your deck list in addition to your other cards.
    After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
    ☐ When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
    ☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
    ☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
    ☐ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
    [x] Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    Auto Fail the Dex check

    Fire Damage: 1d4 ⇒ 1

    Draw and redisplay Armor for damage


    During This Adventure:

  • The Harrow suit is Hammers.
  • Add 1d4 to Strength non-combat checks.
  • When you play your harrow, you may draw a weapon or an armor from your discards.
  • When you gain a respect point, record it on your Chronicle sheet. (Please track your own Respect points on your character sheet.)

    During This Scenario:

  • When you move to or from the Base without playing a Boon to move, bury a card
  • When you succeed a check to defeat by 20 or more, gain 1 respect point
  • When you fail a check to defeat Cindermaw, gain the scourge Honor-Tested. While marked with this scourge, at the start of your turn, suffer 1d4-1 Fire damage.
  • If you would defeat Cindermaw and are not marked with the scourge Honor-Tested, Cindermaw is undefeated instead.

    Story Banes:
    Danger: Inferno
    Villain: Cindermaw
    Henchmen: None

    Inferno:

    Story Bane
    Type: Barrier
    Traits: Fire Obstacle Veteran
    To Defeat: Dexterity Constitution Acrobatics Fortitude 5+#
    Before acting, each local character suffers 1 Fire damage. If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.

    Cindermaw:

    Story Bane
    Type: Monster
    Traits: Animal Fire
    To Defeat: Combat 27 OR Strength Acrobatics Survival 12
    Immune to Fire. Vulnerable to Cold. Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage. If undefeated, suffer the scourge Wounded.

    Additional Rules:

    Acquired Cards:

    Magistrate (Ally 2)
    Naval Hero (Ally 2)
    Sergeant-at-arms (Ally 2)
    Djinn (Ally 3)
    Urgathoa's Gluttony (Blessing 2)
    The Winged Serpent (Blessing 1)
    The Tall Knife (Weapon 3)

    Scenario Level (#): 4

    Turn: 7, Balazar/Iceman91

    Random Cards:

    Monsters
    Spoiler:
    Diseased Rats
    CotCT
    Monster 2
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 13
    OR Stealth
    Survival 9
    Vulnerable to Attack.
    If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.

    Spoiler:
    Quivering Cube
    Core
    Monster 2
    Traits:
    Obstacle
    Ooze
    To Defeat:
    Combat 12
    OR Craft 9
    Immune to Electricity, Mental, and Poison.
    If you are at an Underground location, the difficulty to defeat is increased by 4.
    Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.

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

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

    Barriers
    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:
    Captive Horror
    CotCT
    Barrier 2
    Traits:
    Lock
    Trigger
    To Defeat:
    Wisdom
    Disable
    Stealth 9
    When examined, encounter this barrier.
    If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.

    Spoiler:
    Biting Tigers
    CotCT
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Combat 16
    OR Acrobatics
    Disable
    Stealth 9
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1d6 Combat damage.

    Spoiler:
    Thunderstorm
    Core
    Barrier 2
    Traits:
    Obstacle
    Weather
    To Defeat:
    None 0
    Display this barrier at your location.
    While displayed:
    * When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.

    Spoiler:
    Snake Oil Seller
    CotCT
    Barrier 2
    Traits:
    Task
    To Defeat:
    Intelligence
    Craft 6
    OR Wisdom 8
    When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
    If undefeated, bury the top card of your deck and suffer the scourge Poisoned.

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

    Spoiler:
    Vicious Scythe
    CotCT
    Weapon 2
    Traits:
    2-Handed
    Magic
    Melee
    Scythe
    Slashing
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
    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:
    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:
    Cleaving Battleaxe
    CotCT
    Weapon 2
    Traits:
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.

    Spells
    Spoiler:
    Dimensional Jump
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    When you encounter a bane, banish to evade it.
    Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.

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

    Armors
    Spoiler:
    Brute Force Shield
    Core
    Armor 2
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 8
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Glamered Leather Armor
    Core
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 7
    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 Diplomacy or Stealth check, you may draw this card to add 1d4.

    Spoiler:
    Helm of the Valkyrie
    Core
    Armor 2
    Traits:
    Heavy Armor
    Helm
    To Acquire:
    Constitution
    Fortitude 8
    When you suffer Combat damage, freely reveal to reduce it by 1.
    If proficient, when you suffer any damage, freely reveal to reduce it by 1.
    At the end of your turn, recharge to move.
    After playing this armor, you may not play a Helm boon this encounter.

    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:
    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.

    Items
    Spoiler:
    The Unveiling
    CotCT
    Item 2
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Constitution
    Divine
    Fortitude 7
    OR Craft 5
    Banish or shuffle into another character's deck to remove a scourge from any character.
    DURING RECOVERY
    If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.

    Spoiler:
    Horn of Blasting
    CotCT
    Item 2
    Traits:
    Instrument
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
    If proficient, recharge instead.

    Spoiler:
    Banner of the Ancient Kings
    Core
    Item 2
    Traits:
    Magic
    Object
    To Acquire:
    Charisma
    Diplomacy
    Fortitude
    Melee 10
    Display. While displayed:
    * On all combat checks, add 1. If any character fails a combat check, bury this item.
    * Bury to remove a total of up to 1d4 scourges from any number of characters.
    If proficient with armors, when you would bury this item for its power, you may discard it instead.

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

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

    Allies
    Spoiler:
    Flensing Jelly
    Core
    Ally 2
    Traits:
    Alchemical
    Ooze
    To Acquire:
    Intelligence
    Craft 9
    OR Wisdom
    Survival 11
    On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
    Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
    DURING RECOVERY
    You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.

    Spoiler:
    Hellknight of the Nail
    CotCT
    Ally 3
    Traits:
    Hellknight
    Human
    To Acquire:
    Charisma
    Diplomacy 11
    On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

    Spoiler:
    Ausio Carowyn
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 7
    OR Banish A Weapon 0
    On a local check to acquire, bury to add 2d12.
    Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.

    Spoiler:
    Pit Gladiator
    CotCT
    Ally 2
    Traits:
    Fighter
    Human
    To Acquire:
    Strength
    Melee 10
    THEN Charisma
    Diplomacy 9
    On a local combat check, bury to add 2d6.
    Discard to explore; you may first draw a weapon from your discards.

    Spoiler:
    Noble
    Core
    Ally 2
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 9
    On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.

    Blessings
    Spoiler:
    The Juggler
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, freely discard to reroll a die.
    Discard to explore.

    Spoiler:
    Master of Masters
    Core
    Blessing 3
    Traits:
    Deity: Irori
    Divine
    When this is the hour: On your check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 8
    On any check, discard to bless.
    On your check, discard to bless twice.
    Discard to explore. This exploration, you may reroll any dice showing 1.

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

    Spoiler:
    Our Lord In Iron
    Core
    Blessing 3
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 8
    On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
    Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.

    Hour Power: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.

    Current Hour:

    The Courtesan:
    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.

    Hours Remaining: 23

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 Varian/Bigguyinblack
    The Wanderer
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
    Discard to explore. If you moved this turn, recharge instead.
    Hourglass Card 2 Kyra/Gimry:
    Spoiler:
    Hourglass Card 2 Kyra/Gimry
    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.
    Hourglass Card 3 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 3 Amiri/Matsu_Kurisu
    The Tangled Briar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.
    Hourglass Card 4 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 4 Balazar/Iceman91
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 5 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Varian/Bigguyinblack
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 6 Kyra/Gimry:
    Spoiler:
    Hourglass Card 6 Kyra/Gimry
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 7 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 7 Amiri/Matsu_Kurisu
    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 8 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 8 Balazar/Iceman91
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    Veteran
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Hourglass Card 9 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Varian/Bigguyinblack
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 10 Kyra/Gimry:
    Spoiler:
    Hourglass Card 10 Kyra/Gimry
    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 11 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 11 Amiri/Matsu_Kurisu
    Lady of Valor
    Core
    Blessing 3
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On another character's check to defeat, discard to add 2d8; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 12 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 12 Balazar/Iceman91
    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.
    Hourglass Card 13 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 Varian/Bigguyinblack
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 14 Kyra/Gimry:
    Spoiler:
    Hourglass Card 14 Kyra/Gimry
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    Veteran
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Hourglass Card 15 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 15 Amiri/Matsu_Kurisu
    The Liar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
    To Acquire:
    Charisma
    Knowledge 4+#
    On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
    Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
    Hourglass Card 16 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 16 Balazar/Iceman91
    The Lady of Mysteries
    Core
    Blessing 3
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless.
    On a check against an Undead bane, recharge to bless.
    Discard to draw 3 cards, then recharge 3 cards, then you may explore.
    Hourglass Card 17 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 Varian/Bigguyinblack
    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 18 Kyra/Gimry:
    Spoiler:
    Hourglass Card 18 Kyra/Gimry
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 19 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 19 Amiri/Matsu_Kurisu
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 20 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 20 Balazar/Iceman91
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 21 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 21 Varian/Bigguyinblack
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 22 Kyra/Gimry:
    Spoiler:
    Hourglass Card 22 Kyra/Gimry
    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.
    Hourglass Card 23 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 23 Amiri/Matsu_Kurisu
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    Veteran
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

    Location #0: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 10
    Located/Displayed Here: None

    Base Card 1:
    Cressida Kroft
    CotCT
    Supporter 0
    Traits:
    Human
    Soldier
    Display. While displayed:
    * You may bury to draw a new weapon or armor.
    * ? You may bury to draw a new Attack spell or Healing spell.
    It breaks my heart to see Korvosa tear itself apart.
    Heroes of your caliber are exactly what we need now.
    Base Card 2:
    Ishani Dhatri
    CotCT
    Supporter 2
    Traits:
    Cleric
    Human
    Display. While displayed:
    * You may bury to heal each local character a card.
    * You may bury to remove a scourge from each local character.
    * ? You may bury to draw a new blessing.
    Base Card 3:
    Keppira D'bear
    CotCT
    Supporter 2
    Traits:
    Cleric
    Human
    Display. While displayed:
    * On all checks against Undead banes, add 1d4.
    * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.
    Base Card 4:
    Neolandus Kalepopolis
    CotCT
    Supporter 3
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * You may bury to draw a new ally that lists Diplomacy in its check to acquire.
    * ? On your check against a story bane, you may bury an ally to add 1d6.
    Base Card 5:
    Vencarlo Orisini
    CotCT
    Supporter 1
    Traits:
    Expert
    Human
    Display. While displayed:
    * On any combat check, after the roll, you may bury to add 1d6.
    * ? On any combat check, you may bury to reroll.
    Base Card 6:
    Amin Jalento
    CotCT
    Supporter 1
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * On any check to acquire, you may bury to add 1d6.
    * ? You may bury to draw 2 new items, then banish 1 of them.
    Base Card 7:
    Laori Vaus
    CotCT
    Supporter 3
    Traits:
    Cleric
    Elf
    Display. While displayed:
    * After you discard cards as damage, you may draw a card.
    * ? When you would fail your combat check, you may bury to add 1d8.
    Base Card 8:
    Thousand Bones
    CotCT
    Supporter 1
    Traits:
    Human
    Shaman
    Display. While displayed:
    * You may bury to heal a character 1d4+1 cards.
    * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
    Base Card 9:
    Truthspeaker Akram
    CotCT
    Supporter 4
    Traits:
    Human
    Skald
    Display. While displayed:
    * You may bury to examine all cards in a location, then shuffle the location.
    * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll.
    Base Card 10:
    Trinia Sabor
    CotCT
    Supporter 1
    Traits:
    Bard
    Human
    Veteran
    Display. While displayed:
    * On any non-combat check, you may bury to add 1d4+#.
    * ? You may bury to heal a character a card and/or remove a scourge from them.

    Location #1: Cinderlands
    Sacred
    Wild
    At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
    When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check.
    When Permanently Closed: Examine the top card of any location.
    M: 5 Ba: 4 W: 3 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Amiri/Matsu_Kurisu, Balazar/Iceman91, Varian/Bigguyinblack, Kyra/Gimry, None
    Cinderlands Card 1:
    Mist Horror
    CotCT
    Monster 3
    Traits:
    Elemental
    Outsider
    To Defeat:
    Combat 14
    Immune to Electricity and Ranged. Vulnerable to Cold.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
    Cinderlands Card 2:
    Haunt
    Core
    Barrier 2
    Traits:
    Task
    Trigger
    Undead
    Veteran
    To Defeat:
    Charisma
    Diplomacy 8+#
    OR Divine 6+#
    When examined, suffer the scourge Frightened.
    Cannot be evaded.
    If undefeated, suffer the scourge Drained.
    Cinderlands Card 3:
    Gargoyle
    Core
    Monster 2
    Traits:
    Gargoyle
    To Defeat:
    Combat 15
    Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.
    Cinderlands Card 4:
    Exploding Runes
    Core
    Barrier 2
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 6+#
    OR Disable 8+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
    Cinderlands Card 5:
    Shock Glaive
    Core
    Weapon 2
    Traits:
    2-Handed
    Electricity
    Magic
    Melee
    Polearm
    Slashing
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Cinderlands Card 6:
    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.
    Cinderlands Card 7:
    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.
    Cinderlands Card 8:
    Minotaur
    Core
    Monster 2
    Traits:
    Minotaur
    To Defeat:
    Combat 15
    OR Fortitude 8
    If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
    Cinderlands Card 9:
    Cindermaw
    CotCT
    Story Bane 4
    Type: Monster
    Traits:
    Animal
    Fire
    To Defeat:
    Combat 27
    OR Strength
    Acrobatics
    Survival 12
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage.
    If undefeated, suffer the scourge Wounded.
    Cinderlands Card 10:
    Returning Totem Spear
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Magic
    Melee
    Ranged
    Respect
    Spear
    To Acquire:
    Strength
    Melee 12
    OR Dexterity
    Ranged
    Survival 14
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
    If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Cinderlands Card 11:
    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.
    Cinderlands Card 12:
    Roc
    CotCT
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 19
    If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.
    Cinderlands Card 13:
    Basilisk
    Core
    Monster 3
    Traits:
    Aberration
    Basilisk
    To Defeat:
    Combat 14
    Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
    If undefeated, bury a random card from your discards.
    If defeated, remove the scourges Dazed and Entangled from all local characters.
    Cinderlands Card 14:
    Brain Mold
    CotCT
    Barrier 4
    Traits:
    Obstacle
    Plant
    To Defeat:
    Intelligence
    Knowledge 10
    OR Wisdom
    Survival 7
    Before acting, mark your location with the scourges Drained and Poisoned.
    If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
    If undefeated, display this barrier at your location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When this location is closed, banish this barrier.
    Cinderlands Card 15:
    Frost Longbow
    Core
    Weapon 2
    Traits:
    2-Handed
    Bow
    Cold
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
    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.

    Location #2: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1:
    The Beating
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
    To Acquire:
    Strength
    Melee 4+#
    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.
    Cards Not In the Box Card 2:
    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.
    Cards Not In the Box Card 3:
    The Big Sky
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: At the start of your turn, you may remove 1 of your scourges.
    To Acquire:
    Strength
    Stealth 4+#
    On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
    Discard to explore, or to move then explore.
    Cards Not In the Box Card 4:
    The Bear
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your Strength check, add 2.
    To Acquire:
    Strength
    Acrobatics 4+#
    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.


  • deck handler

    acrobatics 9 aided by divine fortune: 1d8 + 1d6 + 1 ⇒ (1) + (5) + 1 = 7

    fire damage: 1d4 ⇒ 1

    Discard The Bear.


    Deck Handler

    Off-turn: burned by cindermaw
    Reveal Sage's Journal
    Dex 9: 1d6 + 1d4 ⇒ (1) + (2) = 3 Failure
    Suffer 1d4 ⇒ 1 fire damage, drawing Gray Maiden Plate to absorb

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

    Display Armor.

    End of move, recharge Fortune-teller and call bane, examine Mist Horror, and encounter it.
    Gonna try for a respect point - ask Kyra or Varian to cast Embiggen
    Padrig -> reload Magistrate 2 and banish Wyvern, Kyra channels Sarenrae (which adds the Magic trait), recharge The Peacock
    Combat 14: 1d10 + 1d12 + 9 + 1d10 + 1d10 + 1d10 ⇒ (8) + (7) + 9 + (1) + (1) + (2) = 28 Success, but oh those 1s - hero point or paizo reroll? 1d2 ⇒ 1 hero point!
    Combat 14: 1d10 + 1d12 + 9 + 1d10 + 1d10 + 1d10 ⇒ (8) + (9) + 9 + (4) + (9) + (3) = 42 Massive success - 4th respect point
    No cold, so Mist Horror shuffles into Cinderlands, but Balazar does not move

    Free explore of #1d15 ⇒ 2: Haunt
    Hour banishes Haunt (ironically a Task) and summons: Snake Oil Seller

    Spoiler:
    Barrier 2
    Traits:
    Task
    To Defeat:
    Intelligence
    Craft 6
    OR Wisdom 8
    When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
    If undefeated, bury the top card of your deck and suffer the scourge Poisoned.

    We all have d6 Wis so botting Varian, since he's close to auto-success (revealing Shadowless Sword)
    Int 6: 1d12 + 3 + 1d8 ⇒ (11) + 3 + (3) = 17 Success

    Cast Haste to draw Magistrate 2 and explore #1d14 + 1 ⇒ (12) + 1 = 13: Basilisk
    It tries to turn everyone to stone.
    BA: Discard Bo Pharasma, trigger Embiggen
    Con 6: 1d10 + 1d10 ⇒ (2) + (1) = 3 Oof - use location ability to discard Magistrate 2 and reroll
    Con 6: 1d10 + 1d10 ⇒ (6) + (4) = 10 Success

    CtD: Padrig -> reload Sage's Journal
    Combat 14: 1d10 + 1d12 + 9 ⇒ (1) + (11) + 9 = 21 Success
    Draw Basilisk. Anyone who failed the BA loses those two scourges.

    End turn
    Recover Haste: Arcane 12: 1d10 + 5 ⇒ (8) + 5 = 13

    Start of Varian's turn, banish Bound Imp to draw two.
    Cast Locate Object to draw Staff of Minor Healing and examine 1,3-12,14,15: 1d13 ⇒ 11 (#12 Roc), 1,3-12,14,15: 1d13 ⇒ 8 (#9 Cindermaw), 1,3-12,14,15: 1d13 ⇒ 4 (#5 Shock Glaive)
    Encounter and banish the Shock Glaive.
    Location is shuffled again.

    Offer to cast Augury for Monster

    Use Staff of Minor Healing on Varian or Amiri to remove Wounded (too late to prevent Varian from suffering from it, though).

    Balazar wrote:

    Hand: Augury, Fire Shield, Sage's Journal, Djinn, Lyrune-quah Truthspeaker, The Winged Serpent, The Big Sky (Harrow), Basilisk,

    Displayed: Padrig, Gray Maiden Plate,
    Deck: 8 Discard: 7 Buried: 0
    Hero Points: 2
    Used Reroll: N
    NOTES:
    Available Support: Spells, Truthspeaker, and blessings are available.
    Other: All local characters add d8 to any check against a summoned monster.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Enchanted Fang, The Paladin, Good Omen, Embiggen
    Recharged: Fortune-teller, The Peacock, Haste, Staff of Minor Healing,
    Discard Pile: Blessing of Iomedae, Magistrate, Naval Hero, The Tall Knife, The Healing Light, Blessing of Pharasma, Magistrate 2,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Int +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Arcane: Cha +2

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    Arcane
    POWERS:
    After you play an attack spell, banish it. After you play a non-attack spell, you may draw a card.
    You may discard a spell to draw a new monster.
    When you defeat a monster and would banish it, you may draw it instead.
    You may banish a monster from your hand to draw a card (□ or add d4 to any check to defeat a barrier) (□ or add d4 to any check to acquire a weapon, armor, or item).
    On a local check against a summoned monster, add d8.
    After drawing starting hands, you may discard a new Harrow blessing.


    Cast Embiggen for Bal

    Basilisk check
    Constitution 6: 1d6 + 1d6 ⇒ (5) + (5) = 10

    Roll Details:

    Constitution - 1d6
    Blessed - 1d6

    Use Desna's Freedom to bless

    Kyra attempts to recover all cards in her Recovery pile.
    Embiggen: Divine 10: 1d10 + 4 ⇒ (1) + 4 = 5 -> Embiggen recharged discarded.


    During This Adventure:

  • The Harrow suit is Hammers.
  • Add 1d4 to Strength non-combat checks.
  • When you play your harrow, you may draw a weapon or an armor from your discards.
  • When you gain a respect point, record it on your Chronicle sheet. (Please track your own Respect points on your character sheet.)

    During This Scenario:

  • When you move to or from the Base without playing a Boon to move, bury a card
  • When you succeed a check to defeat by 20 or more, gain 1 respect point
  • When you fail a check to defeat Cindermaw, gain the scourge Honor-Tested. While marked with this scourge, at the start of your turn, suffer 1d4-1 Fire damage.
  • If you would defeat Cindermaw and are not marked with the scourge Honor-Tested, Cindermaw is undefeated instead.

    Story Banes:
    Danger: Inferno
    Villain: Cindermaw
    Henchmen: None

    Inferno:

    Story Bane
    Type: Barrier
    Traits: Fire Obstacle Veteran
    To Defeat: Dexterity Constitution Acrobatics Fortitude 5+#
    Before acting, each local character suffers 1 Fire damage. If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.

    Cindermaw:

    Story Bane
    Type: Monster
    Traits: Animal Fire
    To Defeat: Combat 27 OR Strength Acrobatics Survival 12
    Immune to Fire. Vulnerable to Cold. Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage. If undefeated, suffer the scourge Wounded.

    Additional Rules:

    Acquired Cards:

    Magistrate (Ally 2)
    Naval Hero (Ally 2)
    Sergeant-at-arms (Ally 2)
    Djinn (Ally 3)
    Urgathoa's Gluttony (Blessing 2)
    The Winged Serpent (Blessing 1)
    The Tall Knife (Weapon 3)

    Scenario Level (#): 4

    Turn: 8, Varian/Bigguyinblack

    Random Cards:

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

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

    Spoiler:
    Deadfall Scorpion
    Core
    Monster 2
    Traits:
    Poison
    Vermin
    To Defeat:
    Combat 13
    Immune to Mental. All damage is Poison damage.
    After acting, suffer 1 Poison damage.
    If undefeated, suffer 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.

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

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

    Spoiler:
    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:
    Cryptic Message
    Core
    Barrier 2
    Traits:
    Cache
    To Defeat:
    Intelligence
    Knowledge 10
    If undefeated, you may banish this barrier.
    If defeated, you may examine the top 2 cards of your location and return them in any order.

    Spoiler:
    Sick Child
    CotCT
    Barrier 2
    Traits:
    Task
    To Defeat:
    Constitution
    Fortitude 10
    OR Charisma
    Diplomacy 12
    On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
    If undefeated, summon and encounter the story bane Blood Veil.

    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:
    Shock Kukri
    CotCT
    Weapon 3
    Traits:
    Electricity
    Finesse
    Knife
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Acrobatics
    Melee 12
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.

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

    Spoiler:
    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:
    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:
    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.

    Spoiler:
    Full Pouch
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    Display. While displayed:
    * When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
    * At the end of your turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.


    Spoiler:
    Enlarge
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    Display next to a local character.
    While displayed:
    * This character's Strength and Constitution dice are each d12.
    * At the end of the turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 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:
    Harrowing
    CotCT
    Spell 3
    Traits:
    Arcane
    Divine
    Harrow
    Magic
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 12
    Freely display at a location. While displayed:
    * On local checks that have a trait matching the adventure's harrow suit, add 2; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4+1 instead.
    * When this location is closed, banish.

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


    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:
    Gray Maiden Plate
    CotCT
    Armor 2
    Traits:
    Gray Maiden
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 11
    Display. While displayed:
    * If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
    * 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.

    Spoiler:
    Glamered Leather Armor
    Core
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 7
    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 Diplomacy or Stealth check, you may draw this card to add 1d4.

    Spoiler:
    Magic Mithral Chain Mail
    CotCT
    Armor 2
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 3.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Spoiler:
    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:
    Ring of Protection
    Core
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 3.

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

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


    Spoiler:
    Circlet of Mental Acuity
    Core
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Charisma 11
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.

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

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

    Allies
    Spoiler:
    Hippogriff 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:
    Flensing Jelly
    Core
    Ally 2
    Traits:
    Alchemical
    Ooze
    To Acquire:
    Intelligence
    Craft 9
    OR Wisdom
    Survival 11
    On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
    Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
    DURING RECOVERY
    You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.

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

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

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

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

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

    Spoiler:
    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.

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

    Spoiler:
    The 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.

    Hour Power: When a local character fails to acquire a boon, you may bury a card to encounter it.

    Current Hour:

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

    Hours Remaining: 22

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Kyra/Gimry:
    Spoiler:
    Hourglass Card 1 Kyra/Gimry
    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.
    Hourglass Card 2 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 2 Amiri/Matsu_Kurisu
    The Tangled Briar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.
    Hourglass Card 3 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 3 Balazar/Iceman91
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 4 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 4 Varian/Bigguyinblack
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 5 Kyra/Gimry:
    Spoiler:
    Hourglass Card 5 Kyra/Gimry
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 6 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 6 Amiri/Matsu_Kurisu
    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 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 7 Balazar/Iceman91
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    Veteran
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Hourglass Card 8 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 8 Varian/Bigguyinblack
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 9 Kyra/Gimry:
    Spoiler:
    Hourglass Card 9 Kyra/Gimry
    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 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 10 Amiri/Matsu_Kurisu
    Lady of Valor
    Core
    Blessing 3
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On another character's check to defeat, discard to add 2d8; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 11 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 11 Balazar/Iceman91
    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.
    Hourglass Card 12 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 12 Varian/Bigguyinblack
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 13 Kyra/Gimry:
    Spoiler:
    Hourglass Card 13 Kyra/Gimry
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    Veteran
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Hourglass Card 14 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 14 Amiri/Matsu_Kurisu
    The Liar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
    To Acquire:
    Charisma
    Knowledge 4+#
    On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
    Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
    Hourglass Card 15 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 15 Balazar/Iceman91
    The Lady of Mysteries
    Core
    Blessing 3
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless.
    On a check against an Undead bane, recharge to bless.
    Discard to draw 3 cards, then recharge 3 cards, then you may explore.
    Hourglass Card 16 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 16 Varian/Bigguyinblack
    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 17 Kyra/Gimry:
    Spoiler:
    Hourglass Card 17 Kyra/Gimry
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 18 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 18 Amiri/Matsu_Kurisu
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 19 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 19 Balazar/Iceman91
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 20 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 20 Varian/Bigguyinblack
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 21 Kyra/Gimry:
    Spoiler:
    Hourglass Card 21 Kyra/Gimry
    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.
    Hourglass Card 22 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 22 Amiri/Matsu_Kurisu
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    Veteran
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

    Location #0: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 10
    Located/Displayed Here: None

    Base Card 1:
    Cressida Kroft
    CotCT
    Supporter 0
    Traits:
    Human
    Soldier
    Display. While displayed:
    * You may bury to draw a new weapon or armor.
    * ? You may bury to draw a new Attack spell or Healing spell.
    It breaks my heart to see Korvosa tear itself apart.
    Heroes of your caliber are exactly what we need now.
    Base Card 2:
    Ishani Dhatri
    CotCT
    Supporter 2
    Traits:
    Cleric
    Human
    Display. While displayed:
    * You may bury to heal each local character a card.
    * You may bury to remove a scourge from each local character.
    * ? You may bury to draw a new blessing.
    Base Card 3:
    Keppira D'bear
    CotCT
    Supporter 2
    Traits:
    Cleric
    Human
    Display. While displayed:
    * On all checks against Undead banes, add 1d4.
    * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.
    Base Card 4:
    Neolandus Kalepopolis
    CotCT
    Supporter 3
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * You may bury to draw a new ally that lists Diplomacy in its check to acquire.
    * ? On your check against a story bane, you may bury an ally to add 1d6.
    Base Card 5:
    Vencarlo Orisini
    CotCT
    Supporter 1
    Traits:
    Expert
    Human
    Display. While displayed:
    * On any combat check, after the roll, you may bury to add 1d6.
    * ? On any combat check, you may bury to reroll.
    Base Card 6:
    Amin Jalento
    CotCT
    Supporter 1
    Traits:
    Aristocrat
    Human
    Display. While displayed:
    * On any check to acquire, you may bury to add 1d6.
    * ? You may bury to draw 2 new items, then banish 1 of them.
    Base Card 7:
    Laori Vaus
    CotCT
    Supporter 3
    Traits:
    Cleric
    Elf
    Display. While displayed:
    * After you discard cards as damage, you may draw a card.
    * ? When you would fail your combat check, you may bury to add 1d8.
    Base Card 8:
    Thousand Bones
    CotCT
    Supporter 1
    Traits:
    Human
    Shaman
    Display. While displayed:
    * You may bury to heal a character 1d4+1 cards.
    * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
    Base Card 9:
    Truthspeaker Akram
    CotCT
    Supporter 4
    Traits:
    Human
    Skald
    Display. While displayed:
    * You may bury to examine all cards in a location, then shuffle the location.
    * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll.
    Base Card 10:
    Trinia Sabor
    CotCT
    Supporter 1
    Traits:
    Bard
    Human
    Veteran
    Display. While displayed:
    * On any non-combat check, you may bury to add 1d4+#.
    * ? You may bury to heal a character a card and/or remove a scourge from them.

    Location #1: Cinderlands
    Sacred
    Wild
    At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
    When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check.
    When Permanently Closed: Examine the top card of any location.
    M: 4 Ba: 3 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Amiri/Matsu_Kurisu, Balazar/Iceman91, Varian/Bigguyinblack, Kyra/Gimry, None
    Cinderlands Card 1:
    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.
    Cinderlands Card 2:
    Gargoyle
    Core
    Monster 2
    Traits:
    Gargoyle
    To Defeat:
    Combat 15
    Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.
    Cinderlands Card 3:
    Cindermaw
    CotCT
    Story Bane 4
    Type: Monster
    Traits:
    Animal
    Fire
    To Defeat:
    Combat 27
    OR Strength
    Acrobatics
    Survival 12
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage.
    If undefeated, suffer the scourge Wounded.
    Cinderlands Card 4:
    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.
    Cinderlands Card 5:
    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.
    Cinderlands Card 6:
    Returning Totem Spear
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Magic
    Melee
    Ranged
    Respect
    Spear
    To Acquire:
    Strength
    Melee 12
    OR Dexterity
    Ranged
    Survival 14
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
    If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Cinderlands Card 7:
    Brain Mold
    CotCT
    Barrier 4
    Traits:
    Obstacle
    Plant
    To Defeat:
    Intelligence
    Knowledge 10
    OR Wisdom
    Survival 7
    Before acting, mark your location with the scourges Drained and Poisoned.
    If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
    If undefeated, display this barrier at your location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When this location is closed, banish this barrier.
    Cinderlands Card 8:
    Mist Horror
    CotCT
    Monster 3
    Traits:
    Elemental
    Outsider
    To Defeat:
    Combat 14
    Immune to Electricity and Ranged. Vulnerable to Cold.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
    Cinderlands Card 9:
    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.
    Cinderlands Card 10:
    Roc
    CotCT
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 19
    If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.
    Cinderlands Card 11:
    Frost Longbow
    Core
    Weapon 2
    Traits:
    2-Handed
    Bow
    Cold
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
    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.
    Cinderlands Card 12:
    Minotaur
    Core
    Monster 2
    Traits:
    Minotaur
    To Defeat:
    Combat 15
    OR Fortitude 8
    If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.

    Location #2: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1:
    The Beating
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
    To Acquire:
    Strength
    Melee 4+#
    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.
    Cards Not In the Box Card 2:
    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.
    Cards Not In the Box Card 3:
    The Big Sky
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: At the start of your turn, you may remove 1 of your scourges.
    To Acquire:
    Strength
    Stealth 4+#
    On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
    Discard to explore, or to move then explore.
    Cards Not In the Box Card 4:
    The Bear
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your Strength check, add 2.
    To Acquire:
    Strength
    Acrobatics 4+#
    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.

  • Wayfinders

    Deck Handler

    Out of turn updates
    Basilisk
    Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
    Fortitude 1d8+2+1, Divine Fortune +1d6
    Fortitude 6: 1d8 + 2 + 1 + 1d6 ⇒ (4) + 2 + 1 + (2) = 9 Success


    deck handler

    perception 6 revealing Shadowless Sword: 1d6 + 1d8 + 1 ⇒ (5) + (8) + 1 = 14

    The Wanderer: When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it. Sot draw 4 cards Soothing Word, Bound Imp (Core), Augury, and Vampiric Touch. Recharge 4 cards Embiggen, Vampiric Touch, Augury, and Shadowless Sword. Wounded discard the top card of my deck Lady of Valor.

    Display Bound Imp (Core) to draw 2 cards Good Omen (Core) and Ring of Protection (Core). Move to Base burying Good Omen (Core).

    Free explore drawing 1. Cressida Kroft, 2. Ishani Dhatri, 3. Keppira D'bear, 4. Neolandus Kalepopolis. Keep and display Cressida Kroft. Heal for 1. Bury Cressida Kroft for an Attack spell. Previous update Wall of Light. Cast Soothing Word removing Wounded and healing for 1.

    Heal a card then discard Ruan Mirukova to explore. Draw 4 cards 2. Ishani Dhatri, 3. Keppira D'bear, 4. Neolandus Kalepopolis, 5. Vencarlo Orisini. Keep and display Ishani Dhatri and draw a card Lady of Valor. Bury Ishani Dhatri to draw random blessing #1 The Eternal Rose.

    Discard The Eternal Rose to explore. Draw 3. Keppira D'bear, 4. Neolandus Kalepopolis, 5. Vencarlo Orisini, 6. Amin Jalento. Keep and display Neolandus Kalepopolis and draw a card Vampiric Touch. Bury Neolandus Kalepopolis to draw random ally #5 Skoan-quah Boneslayer.

    Discard Lady of Valor to explore drawing 3. Keppira D'bear, 5. Vencarlo Orisini, 6. Amin Jalento, 7. Laori Vaus. Keep and display Amin Jalento and draw a card Chain Lightning (Core). Bury Amin Jalento to draw random items #1 and 2. Keep #2 Bottled Lightning.

    Discard The Carnival to explore drawing 3. Keppira D'bear, 5. Vencarlo Orisini, 7. Laori Vaus, 8. Thousand Bones. Keep and display Thousand Bones and draw a card Giant Form.

    bury Thousand Bones to heal myself: 1d4 + 1 ⇒ (4) + 1 = 5

    Discard Skoan-quah Boneslayer to draw 4 cards 3. Keppira D'bear, 5. Vencarlo Orisini, 7. Laori Vaus, 9. Truthspeaker Akram. Keep and display Keppira D'bear and draw a card The Bear.

    Forgot my start of turn fire damage. I can stack it where I had my Ring of Protection in hand first.
    Sot damage from Honer-Tested: 1d4 - 1 ⇒ (4) - 1 = 3

    Recharge the ring. Display Radovan (Core). Discard Appleslayer to move to Cinderlands and explore.

    Cinderlands Card 1: 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.

    arcane 6 +4 +4 reloading Radovan (Core) to use my knowledge +#: 1d12 + 9 ⇒ (6) + 9 = 15

    End my turn. Before hand refresh recharge Soothing Word.

    Varian wrote:

    Hand: Wall of Light, Giant Form, Chain Lightning (Core), Vampiric Touch, Bottled Lightning, The Bear, Radovan (Core),

    Displayed: Keppira D'bear,
    Deck: 11 Discard: 5 Buried: 6
    "Current Location: Cinderlands
    Hero Points: 4 // Varian has the following scourges marked:
    Honor-Tested:
    While Marked:
    When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.

    When you evade a monster, remove this scourge.

    At the end of the scenario, gain 1 respect point.

    "
    "NOTES:
    Available Support: Blessings are available for use.
    Folio Reroll: used
    Respect Points: 1
    At the start of my turn, suffer 1d4-1 Fire damage.

    Keppira D'bear: * On all checks against Undead banes, add 1d4.

    Giant Form: Display next to a local character. While displayed: This character's Strength and Constitution skills are 1d12+4.
    On this character's Strength checks, add 1d4. At the end of the turn, banish.
    Movement: Move me with the group if my location closes.
    Other: Hi I'm Varian! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Carnival, Lady of Valor, Ruan Mirukova, Embiggen, Djinn, The Foreign Trader, Frost Ray (Core), Shadowless Sword, Augury
    Recharged: Ring of Protection (Core), Soothing Word,
    Discard Pile: Sage's Journal (Core), The Eternal Rose, Skoan-quah Boneslayer, Appleslayer, Bound Imp (Core),
    Buried Pile: Good Omen (Core), Cressida Kroft, Ishani Dhatri, Neolandus Kalepopolis, Amin Jalento, Thousand Bones,
    "
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d4 ☐ +1
    Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Wisdom d6 ☐ +1 ☐ +2 ☐ +3
    Charisma d6 ☐ +1 ☐ +2

    "Acrobatics Dexterity +1"
    "Arcane Intelligence +2"
    "Knowledge Intelligence +2"
    "Perception Wisdom +1"

    Favored Card: Weapon or Spell
    Hand Size: 6 ☑ 7 ☐ 8
    Proficiencies:
    Arcane|Sword
    POWERS:
    On your check to recharge a spell, you automatically fail.
    Before you reset, you may recharge an Arcane spell ([x] or 2 Arcane spells) from your discards.
    On a local check at an Urban location, you may recharge a card to add 1d4 (☐ +1).
    [x] At the start of your turn, you may draw up to # cards, then recharge that number of cards.
    [x] On another character's check (☐ or your check), when you play an ally that would add 1 or more dice, you may add 1d12 instead of the normal dice.

    Supporters 1. Cressida Kroft, 2. Ishani Dhatri, 3. Keppira D'bear, 4. Neolandus Kalepopolis, 6. Amin Jalento, and 8. Thousand Bones recruited.

    Cinderlands card 1 banished.

    Acquired Wall of Light, random blessing #1 The Eternal Rose, random ally #5 Skoan-quah Boneslayer, random item #2 Bottled Lightning.


    ========================
    Kyra starts her turn.
    Hour: Sarenrae's Light
    Hour Power:When this is the hour: When you heal, you may heal an additional card.
    Location: Cinderlands
    Location Power:On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
    Adventure Powers:

  • The Harrow suit is Hammers.
  • Add 1d4 to Strength non-combat checks.
  • When you play your harrow, you may draw a weapon or an armor from your discards.
    Scenario Powers:
  • When you move to or from the Base without playing a boon to move, bury a boon.
  • When you succeed at a check to defeat by 20 or more, gain 1 respect point.
  • When you advance the hour, if it is Proxy B, each character at a random occupied location summons and encounters the non-closing henchman Collapse. Then banish the proxy.
  • When you fail a check to defeat Cindermaw, gain the scourge Honor-Tested. While marked with this scourge, at the start of your turn, suffer 1d4-1 Fire damage.
  • If you would defeat Cindermaw and are not marked with the scourge Honor-Tested, Cindermaw is undefeated instead.

    Gargoyle:

    Core
    Monster 2
    Traits:
    Gargoyle
    To Defeat:
    Combat 15
    Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.

    Combat 15: 1d10 + 4 + 1d8 + 2 + 4 ⇒ (6) + 4 + (8) + 2 + 4 = 24

    Roll Details:

    Combat(Divine) - 1d10+4
    Wyrmsmite - 1d8+2
    Vulnerable - 4

    Balazar Heals: 1d4 + 1 ⇒ (4) + 1 = 5
    End of turn, recharge Divine Insight to heal Balazar 5 cards

    "

    Kyra wrote:

    Hand: Wyrmsmite, Augury, Holy Symbol, The Paladin, Blessing of Cayden Cailean,

    Displayed: Gray Maiden Plate,
    Deck: 8 Discard: 5 Buried: 0
    Current Location: Cinderlands
    Hero Points: 2
    Respect Points: 1
    NOTES:
    Other: Paizo reroll used for scenario CoCT-4B?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Sivanah, Magistrate, Glorious Warhammer, Pearl of Wisdom, Holy Light, Flaming Mace
    Recharged: Cure, Divine Insight,
    Discard Pile: The Healing Light, Sergeant-at-arms, Divine Fortune, Embiggen, Desna's Freedom,
    Buried Pile:

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

    Favored Card: Blessing
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
    Proficiencies:
    Armor,Divine, ☑ Weapon
    POWERS:
    On a local check against an Outsider or Undead bane, add 1d4 (☑ 1d6) and the Magic trait.
    At the end of your turn, you may recharge a Divine card to (☑ remove a Scourge from a local character) or heal a local character a card (☑ or 1d4 cards).

    "


  • During This Adventure:

  • The Harrow suit is Hammers.
  • Add 1d4 to Strength non-combat checks.
  • When you play your harrow, you may draw a weapon or an armor from your discards.
  • When you gain a respect point, record it on your Chronicle sheet. (Please track your own Respect points on your character sheet.)

    During This Scenario:

  • When you move to or from the Base without playing a Boon to move, bury a card
  • When you succeed a check to defeat by 20 or more, gain 1 respect point
  • When you fail a check to defeat Cindermaw, gain the scourge Honor-Tested. While marked with this scourge, at the start of your turn, suffer 1d4-1 Fire damage.
  • If you would defeat Cindermaw and are not marked with the scourge Honor-Tested, Cindermaw is undefeated instead.

    Story Banes:
    Danger: Inferno
    Villain: Cindermaw
    Henchmen: None

    Inferno:

    Story Bane
    Type: Barrier
    Traits: Fire Obstacle Veteran
    To Defeat: Dexterity Constitution Acrobatics Fortitude 5+#
    Before acting, each local character suffers 1 Fire damage. If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.

    Cindermaw:

    Story Bane
    Type: Monster
    Traits: Animal Fire
    To Defeat: Combat 27 OR Strength Acrobatics Survival 12
    Immune to Fire. Vulnerable to Cold. Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage. If undefeated, suffer the scourge Wounded.

    Additional Rules:

    Acquired Cards:

    Magistrate (Ally 2)
    Naval Hero (Ally 2)
    Sergeant-at-arms (Ally 2)
    Djinn (Ally 3)
    Urgathoa's Gluttony (Blessing 2)
    The Winged Serpent (Blessing 1)
    The Tall Knife (Weapon 3)

    Scenario Level (#): 4

    Turn: 10, Amiri/Matsu_Kurisu

    Random Cards:

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

    Spoiler:
    Metal Cobra
    Core
    Monster 2
    Traits:
    Construct
    To Defeat:
    Combat 12
    OR Craft 8
    Immune to Mental and Poison.
    Resistant to Melee and Ranged.
    If undefeated, suffer the scourge Poisoned.

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

    Spoiler:
    Geist
    CotCT
    Monster 2
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    Immune to Mental and Poison.
    Resistant to Animal.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.

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

    Barriers
    Spoiler:
    Sick Child
    CotCT
    Barrier 2
    Traits:
    Task
    To Defeat:
    Constitution
    Fortitude 10
    OR Charisma
    Diplomacy 12
    On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
    If undefeated, summon and encounter the story bane Blood Veil.

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

    Spoiler:
    Imprisonment
    Core
    Barrier 2
    Traits:
    Lock
    Obstacle
    To Defeat:
    Dexterity
    Diplomacy
    Disable
    Stealth 9
    If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
    If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.

    Spoiler:
    Death's Breath Door
    CotCT
    Barrier 2
    Traits:
    Lock
    Trap
    To Defeat:
    Strength
    Dexterity
    Disable
    Divine 10
    If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.

    Weapons
    Spoiler:
    Flaming Mace
    Core
    Weapon 2
    Traits:
    Bludgeoning
    Fire
    Mace
    Magic
    Melee
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.

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

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

    Spoiler:
    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.

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

    Spoiler:
    Vampiric Touch
    CotCT
    Spell 2
    Traits:
    Arcane
    Attack
    Magic
    Undead
    To Acquire:
    Intelligence
    Arcane 9
    For your combat check, banish to use Arcane + 2d6, then you may heal a card.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 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:
    Instrument of Agony
    CotCT
    Spell 4
    Traits:
    Divine
    Magic
    Veteran
    To Acquire:
    Wisdom
    Divine 10
    Display next to a character. While displayed:
    * On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
    * At the end of the turn, banish.

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


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

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


    Armors
    Spoiler:
    Magic Klar
    CotCT
    Armor 2
    Traits:
    Offhand
    Shield
    Magic
    To Acquire:
    Constitution
    Fortitude
    Melee
    Survival 9
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Glamered Leather Armor
    Core
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 7
    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 Diplomacy or Stealth check, you may draw this card to add 1d4.

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

    Spoiler:
    Grounded Studded Leather
    CotCT
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    Display. While displayed:
    * When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
    * When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.

    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.

    Items
    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:
    Twitch Tonic
    CotCT
    Item 2
    Traits:
    Alchemical
    Liquid
    Healing
    To Acquire:
    IntelligenceCraft 10
    Discard to explore.
    Banish to heal a local character 1d4+1 allies.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 12 check to recharge this card.


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

    Spoiler:
    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:
    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:
    Flensing Jelly
    Core
    Ally 2
    Traits:
    Alchemical
    Ooze
    To Acquire:
    Intelligence
    Craft 9
    OR Wisdom
    Survival 11
    On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
    Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
    DURING RECOVERY
    You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.

    Spoiler:
    Riding Allosaurus
    Core
    Ally 2
    Traits:
    Animal
    Mount
    To Acquire:
    Wisdom
    Charisma
    Survival 14
    Recharge to move. You may not use this power during an encounter.
    On a local combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your first combat check, add 1d6.

    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:
    Hellknight of the Nail
    CotCT
    Ally 3
    Traits:
    Hellknight
    Human
    To Acquire:
    Charisma
    Diplomacy 11
    On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

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

    Blessings
    Spoiler:
    Master of Masters
    Core
    Blessing 3
    Traits:
    Deity: Irori
    Divine
    When this is the hour: On your check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 8
    On any check, discard to bless.
    On your check, discard to bless twice.
    Discard to explore. This exploration, you may reroll any dice showing 1.

    Spoiler:
    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.

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

    Spoiler:
    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:
    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.

    Hour Power: When you close your location, instead of banishing its cards, shuffle them into a random other location.

    Current Hour:

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

    Hours Remaining: 20

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 1 Balazar/Iceman91
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 2 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 Varian/Bigguyinblack
    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 3 Kyra/Gimry:
    Spoiler:
    Hourglass Card 3 Kyra/Gimry
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 4 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 4 Amiri/Matsu_Kurisu
    The Sickness
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you suffer damage, suffer the scourge Plagued.
    To Acquire:
    Constitution
    Fortitude 4+#
    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
    Hourglass Card 5 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 5 Balazar/Iceman91
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    Veteran
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Hourglass Card 6 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 6 Varian/Bigguyinblack
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 7 Kyra/Gimry:
    Spoiler:
    Hourglass Card 7 Kyra/Gimry
    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 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 8 Amiri/Matsu_Kurisu
    Lady of Valor
    Core
    Blessing 3
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On another character's check to defeat, discard to add 2d8; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 9 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 9 Balazar/Iceman91
    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.
    Hourglass Card 10 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 10 Varian/Bigguyinblack
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 11 Kyra/Gimry:
    Spoiler:
    Hourglass Card 11 Kyra/Gimry
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    Veteran
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Hourglass Card 12 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 12 Amiri/Matsu_Kurisu
    The Liar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
    To Acquire:
    Charisma
    Knowledge 4+#
    On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
    Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
    Hourglass Card 13 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 13 Balazar/Iceman91
    The Lady of Mysteries
    Core
    Blessing 3
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless.
    On a check against an Undead bane, recharge to bless.
    Discard to draw 3 cards, then recharge 3 cards, then you may explore.
    Hourglass Card 14 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 14 Varian/Bigguyinblack
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 15 Kyra/Gimry:
    Spoiler:
    Hourglass Card 15 Kyra/Gimry
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 16 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 16 Amiri/Matsu_Kurisu
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 17 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 17 Balazar/Iceman91
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 18 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 18 Varian/Bigguyinblack
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 19 Kyra/Gimry:
    Spoiler:
    Hourglass Card 19 Kyra/Gimry
    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.
    Hourglass Card 20 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 20 Amiri/Matsu_Kurisu
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    Veteran
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

    Location #0: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 4
    Located/Displayed Here: None

    Base Card 1:
    Vencarlo Orisini
    CotCT
    Supporter 1
    Traits:
    Expert
    Human
    Display. While displayed:
    * On any combat check, after the roll, you may bury to add 1d6.
    * ? On any combat check, you may bury to reroll.
    Base Card 2:
    Laori Vaus
    CotCT
    Supporter 3
    Traits:
    Cleric
    Elf
    Display. While displayed:
    * After you discard cards as damage, you may draw a card.
    * ? When you would fail your combat check, you may bury to add 1d8.
    Base Card 3:
    Truthspeaker Akram
    CotCT
    Supporter 4
    Traits:
    Human
    Skald
    Display. While displayed:
    * You may bury to examine all cards in a location, then shuffle the location.
    * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll.
    Base Card 4:
    Trinia Sabor
    CotCT
    Supporter 1
    Traits:
    Bard
    Human
    Veteran
    Display. While displayed:
    * On any non-combat check, you may bury to add 1d4+#.
    * ? You may bury to heal a character a card and/or remove a scourge from them.

    Location #1: Cinderlands
    Sacred
    Wild
    At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
    When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check.
    When Permanently Closed: Examine the top card of any location.
    M: 4 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Amiri/Matsu_Kurisu, Balazar/Iceman91, Varian/Bigguyinblack, Kyra/Gimry, None
    Cinderlands Card 1:
    Cindermaw
    CotCT
    Story Bane 4
    Type: Monster
    Traits:
    Animal
    Fire
    To Defeat:
    Combat 27
    OR Strength
    Acrobatics
    Survival 12
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage.
    If undefeated, suffer the scourge Wounded.
    Cinderlands Card 2:
    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.
    Cinderlands Card 3:
    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.
    Cinderlands Card 4:
    Returning Totem Spear
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Magic
    Melee
    Ranged
    Respect
    Spear
    To Acquire:
    Strength
    Melee 12
    OR Dexterity
    Ranged
    Survival 14
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
    If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Cinderlands Card 5:
    Brain Mold
    CotCT
    Barrier 4
    Traits:
    Obstacle
    Plant
    To Defeat:
    Intelligence
    Knowledge 10
    OR Wisdom
    Survival 7
    Before acting, mark your location with the scourges Drained and Poisoned.
    If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
    If undefeated, display this barrier at your location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When this location is closed, banish this barrier.
    Cinderlands Card 6:
    Mist Horror
    CotCT
    Monster 3
    Traits:
    Elemental
    Outsider
    To Defeat:
    Combat 14
    Immune to Electricity and Ranged. Vulnerable to Cold.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
    Cinderlands Card 7:
    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.
    Cinderlands Card 8:
    Roc
    CotCT
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 19
    If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.
    Cinderlands Card 9:
    Frost Longbow
    Core
    Weapon 2
    Traits:
    2-Handed
    Bow
    Cold
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
    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.
    Cinderlands Card 10:
    Minotaur
    Core
    Monster 2
    Traits:
    Minotaur
    To Defeat:
    Combat 15
    OR Fortitude 8
    If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.

    Location #2: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1:
    The Beating
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
    To Acquire:
    Strength
    Melee 4+#
    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.
    Cards Not In the Box Card 2:
    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.
    Cards Not In the Box Card 3:
    The Big Sky
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: At the start of your turn, you may remove 1 of your scourges.
    To Acquire:
    Strength
    Stealth 4+#
    On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
    Discard to explore, or to move then explore.
    Cards Not In the Box Card 4:
    The Bear
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your Strength check, add 2.
    To Acquire:
    Strength
    Acrobatics 4+#
    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.

  • Wayfinders

    Deck Handler

    Turn Order Balazar/Iceman91, Varian/Bigguyinblack, Kyra/Gimry, Amiri/Matsu_Kurisu

    Out of turn updates
    Correcting last turn: Sklar-Quah Thundercaller should have been recharged at end of turn

    Hour = 10, Amiri/Matsu_Kurisu: The Tangled Briar
    Hour Power: When you close your location, instead of banishing its cards, shuffle them into a random other location.

    Start of Turn
    At: #1: Cinderlands

    SoT Kit Swap: (Cold Iron Greatsword) into kit, (Crowbar (Classic)) into hand
    Wounded: Discard(The Wanderer)

    Give: No
    Move: No

    At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.

    Free explore = Cinderlands Card 1: Cindermaw: Story Bane 4: Combat 27

    Spoiler:
    Type: Monster
    Traits:
    Animal
    Fire
    To Defeat:
    Combat 27
    OR Strength
    Acrobatics
    Survival 12
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage.
    If undefeated, suffer the scourge Wounded.

    each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage.
    Acrobatics 1d6+3, Rage(Blackjack's Daggers) +1d8+2+1
    Acrobatics 9: 1d6 + 3 + 1d8 + 2 + 1 ⇒ (1) + 3 + (8) + 2 + 1 = 15 Success
    Reveal & discard Dragonbane Greatsword 1d12+1+2+1d12+2+1d12, bury Pit Gladiator +2d6
    Combat 27: 1d12 + 1 + 2 + 1d12 + 2 + 1d12 + 2d6 ⇒ (7) + 1 + 2 + (6) + 2 + (4) + (2, 6) = 30 Success, but Cindermaw escapes. Shuffle location

    If you would defeat Cindermaw and are not marked with the scourge Honor-Tested, Cindermaw is undefeated instead.
    If undefeated, suffer the scourge Wounded. (Already wounded)

    End of Turn
    Amiri.EoT Move to ( )

    Recovery

    Reset
    Recharge
    Discard
    Draw

    Summary
    Location = #1: Cinderlands Random( 1-10 )
    Acquired =
    Banished =
    Examined = Cinderlands Card 1: Cindermaw
    Displayed =
    Moved =

    Respect = 0 + 1 = 1

    From Box =

    Give =

    Used =

    Other = each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage.

    "

    Amiri wrote:

    Hand: Shock Glaive, Crowbar (Classic), Magic Chain Mail, lt Ausio Carowyn, Blessing of the Gods,

    Displayed:
    Deck: 7 Discard: 5 Buried: 4
    Hero Points: 1 // Amiri has the following scourges marked:
    Wounded:
    While Marked:
    At the start of your turn, discard the top card of your deck.
    When you would heal any number of cards, you may remove this scourge instead.

    NOTES:
    Available Support: Distant: Any available
    Local: Any available
    Movement: On Close:
    Other: Hi I'm Amiri! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): lt Lyrune-quah Moon Maiden, Giantbane Greataxe, Wayfinder
    Recharged: Blackjack's Gear, Blackjack's Rapier, Our Lord in Iron, Sklar-Quah Thundercaller,
    Discard Pile: Pharasma's Knowing, ac Urgathoa's Gluttony, hw The Forge, Dragonbane Greatsword, The Wanderer,
    Buried Pile: Blessing of Lamashtu, Topaz of Strength, Blackjack's Daggers, Pit Gladiator,

    Skills and Powers:
    SKILLS
    Strength d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Melee: Str +2
    Dexterity d6 ☐ +1 ☐ +2
    - Acrobatics: Dexterity +3
    - Stealth: Dexterity +3
    Constitution d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    - Fortitude: Con +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1 ☐ +2
    - Survival: Wis+2
    Charisma d4 ☐ +1
    - Diplomacy: Charisma +3

    Favored Card: Weapon
    Hand Size: 4 ☑ 5 ☐ 6 ☐ 7
    Proficiencies:
    Armor [ X] | Weapon
    ROLE:
    Base
    POWERS:
    On your Strength check or your check against a monster, you may bury a card from your hand (☐ or discards) to add your Fortitude skill.
    Closing your location does not prevent you from exploring (☐ and after you close your location, you may draw a card).
    At the end of your turn, you may move; any local characters may move with you.
    You may add Blackjack cards to your deck list in addition to your other cards.
    After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
    ☐ When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
    ☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
    ☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
    ☐ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
    [x] Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    deck handler

    fire damage: 1d4 ⇒ 3

    Display Radovan (Core) into my deck then shuffle it into my deck to prevent the damage.


    Fire Damage: 1d4 ⇒ 3
    Draw Plate for 1, discard Augury and Holy Symbol for 2 more


    During This Adventure:

  • The Harrow suit is Hammers.
  • Add 1d4 to Strength non-combat checks.
  • When you play your harrow, you may draw a weapon or an armor from your discards.
  • When you gain a respect point, record it on your Chronicle sheet. (Please track your own Respect points on your character sheet.)

    During This Scenario:

  • When you move to or from the Base without playing a Boon to move, bury a card
  • When you succeed a check to defeat by 20 or more, gain 1 respect point
  • When you fail a check to defeat Cindermaw, gain the scourge Honor-Tested. While marked with this scourge, at the start of your turn, suffer 1d4-1 Fire damage.
  • If you would defeat Cindermaw and are not marked with the scourge Honor-Tested, Cindermaw is undefeated instead.

    Story Banes:
    Danger: Inferno
    Villain: Cindermaw
    Henchmen: None

    Inferno:

    Story Bane
    Type: Barrier
    Traits: Fire Obstacle Veteran
    To Defeat: Dexterity Constitution Acrobatics Fortitude 5+#
    Before acting, each local character suffers 1 Fire damage. If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.

    Cindermaw:

    Story Bane
    Type: Monster
    Traits: Animal Fire
    To Defeat: Combat 27 OR Strength Acrobatics Survival 12
    Immune to Fire. Vulnerable to Cold. Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage. If undefeated, suffer the scourge Wounded.

    Additional Rules:

    Acquired Cards:

    Magistrate (Ally 2)
    Naval Hero (Ally 2)
    Sergeant-at-arms (Ally 2)
    Djinn (Ally 3)
    Urgathoa's Gluttony (Blessing 2)
    The Winged Serpent (Blessing 1)
    The Tall Knife (Weapon 3)

    Scenario Level (#): 4

    Turn: 11, Balazar/Iceman91

    Random Cards:

    Monsters
    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:
    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:
    Evoker
    Core
    Monster 1
    Traits:
    Halfling
    Wizard
    Veteran
    To Defeat:
    Combat 10+##
    OR Intelligence
    Arcane 7+#
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.

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

    Spoiler:
    Infantry Devil
    CotCT
    Monster 2
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 14
    OR Arcane 9
    Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
    If undefeated, suffer the scourge Plagued.

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

    Spoiler:
    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.

    Spoiler:
    Invisible Wall
    Core
    Barrier 2
    Traits:
    Lock
    Magic
    Trigger
    To Defeat:
    Arcane
    Divine
    Perception 9
    When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
    If defeated, you may explore.

    Spoiler:
    Symbol of Agony
    CotCT
    Barrier 2
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.

    Weapons
    Spoiler:
    Keen Starknife
    CotCT
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 12
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    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:
    Lucky Starknife
    Core
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 11
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
    On a local combat check, after the roll, freely recharge to add 1d4.
    You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Shock Kukri
    CotCT
    Weapon 3
    Traits:
    Electricity
    Finesse
    Knife
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Acrobatics
    Melee 12
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.

    Spoiler:
    Venomous Hand Crossbow
    CotCT
    Weapon 2
    Traits:
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged
    Stealth 12
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
    On a local combat check, freely reveal this card and recharge a Ranged weapon 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:
    Aid
    Core
    Spell 0
    Traits:
    Divine
    Magic
    Veteran
    To Acquire:
    Wisdom
    Divine 6
    On any check, freely banish to add 1d4+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Spoiler:
    Vampiric Touch
    CotCT
    Spell 2
    Traits:
    Arcane
    Attack
    Magic
    Undead
    To Acquire:
    Intelligence
    Arcane 9
    For your combat check, banish to use Arcane + 2d6, then you may heal a card.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.


    Spoiler:
    Disable Mechanism
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    Divine
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 10
    When you encounter a Construct, Lock, or Trap bane, banish to evade it.
    On any Disable check or any check against a Construct, Lock, or Trap bane, 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:
    Full Pouch
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    Display. While displayed:
    * When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
    * At the end of your turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.


    Spoiler:
    Twisted Space
    Core
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    When a character encounters a monster, banish to let them evade it; a local character may encounter it.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    Armors
    Spoiler:
    Magic Full Plate
    Core
    Armor 2
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    ConstitutionFortitude 11
    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.

    Spoiler:
    Sable Company Leathers
    CotCT
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Acrobatics
    Fortitude 10
    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 Acrobatics modifier.

    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:
    Helm of the Valkyrie
    Core
    Armor 2
    Traits:
    Heavy Armor
    Helm
    To Acquire:
    Constitution
    Fortitude 8
    When you suffer Combat damage, freely reveal to reduce it by 1.
    If proficient, when you suffer any damage, freely reveal to reduce it by 1.
    At the end of your turn, recharge to move.
    After playing this armor, you may not play a Helm boon this encounter.

    Spoiler:
    Magic Mithral Chain Mail
    CotCT
    Armor 2
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 3.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Items
    Spoiler:
    Iron Shackles
    CotCT
    Item 2
    Traits:
    Magic
    Object
    To Acquire:
    Dexterity
    Disable 9
    When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
    When a local character would move, recharge; that character does not move.

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

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

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

    Spoiler:
    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.

    Allies
    Spoiler:
    Fortune-teller
    CotCT
    Ally 2
    Traits:
    Human
    Medium
    Harrow
    To Acquire:
    Charisma
    Diplomacy 11
    At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
    Discard to examine the top card of your location, then you may explore.

    Spoiler:
    Tayce Soldado
    CotCT
    Ally 2
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 9
    OR Bury A Healing Card 0
    If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.

    Spoiler:
    Flensing Jelly
    Core
    Ally 2
    Traits:
    Alchemical
    Ooze
    To Acquire:
    Intelligence
    Craft 9
    OR Wisdom
    Survival 11
    On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
    Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
    DURING RECOVERY
    You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.

    Spoiler:
    Pit Gladiator
    CotCT
    Ally 2
    Traits:
    Fighter
    Human
    To Acquire:
    Strength
    Melee 10
    THEN Charisma
    Diplomacy 9
    On a local combat check, bury to add 2d6.
    Discard to explore; you may first draw a weapon from your discards.

    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 All-seeing Eye
    Core
    Blessing 3
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
    To Acquire:
    Intelligence
    Arcane
    Divine 8
    On any check, discard to bless.
    On an Intelligence or Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order, then explore.

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

    Hour Power: No effect.

    Current Hour:

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

    Hours Remaining: 19

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 Varian/Bigguyinblack
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    Veteran
    When this is the hour: On your check, you may banish a random blessing from your discards to bless.
    To Acquire:
    Banish A Boon None
    OR Bury A Boon Whose Level Is Equal To # None
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Hourglass Card 2 Kyra/Gimry:
    Spoiler:
    Hourglass Card 2 Kyra/Gimry
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 3 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 3 Amiri/Matsu_Kurisu
    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 4 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 4 Balazar/Iceman91
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    Veteran
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
    To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Hourglass Card 5 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Varian/Bigguyinblack
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 6 Kyra/Gimry:
    Spoiler:
    Hourglass Card 6 Kyra/Gimry
    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 7 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 7 Amiri/Matsu_Kurisu
    Lady of Valor
    Core
    Blessing 3
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On another character's check to defeat, discard to add 2d8; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 8 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 8 Balazar/Iceman91
    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.
    Hourglass Card 9 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Varian/Bigguyinblack
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 10 Kyra/Gimry:
    Spoiler:
    Hourglass Card 10 Kyra/Gimry
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    Veteran
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Hourglass Card 11 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 11 Amiri/Matsu_Kurisu
    The Liar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
    To Acquire:
    Charisma
    Knowledge 4+#
    On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
    Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
    Hourglass Card 12 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 12 Balazar/Iceman91
    The Lady of Mysteries
    Core
    Blessing 3
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless.
    On a check against an Undead bane, recharge to bless.
    Discard to draw 3 cards, then recharge 3 cards, then you may explore.
    Hourglass Card 13 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 Varian/Bigguyinblack
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 14 Kyra/Gimry:
    Spoiler:
    Hourglass Card 14 Kyra/Gimry
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    Veteran
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.
    Hourglass Card 15 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 15 Amiri/Matsu_Kurisu
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 16 Balazar/Iceman91:
    Spoiler:
    Hourglass Card 16 Balazar/Iceman91
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    Veteran
    When this is the hour: On your check against a spell, add 1d4.
    To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Hourglass Card 17 Varian/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 Varian/Bigguyinblack
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 18 Kyra/Gimry:
    Spoiler:
    Hourglass Card 18 Kyra/Gimry
    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.
    Hourglass Card 19 Amiri/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 19 Amiri/Matsu_Kurisu
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    Veteran
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

    Location #0: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 4
    Located/Displayed Here: None

    Base Card 1:
    Vencarlo Orisini
    CotCT
    Supporter 1
    Traits:
    Expert
    Human
    Display. While displayed:
    * On any combat check, after the roll, you may bury to add 1d6.
    * ? On any combat check, you may bury to reroll.
    Base Card 2:
    Laori Vaus
    CotCT
    Supporter 3
    Traits:
    Cleric
    Elf
    Display. While displayed:
    * After you discard cards as damage, you may draw a card.
    * ? When you would fail your combat check, you may bury to add 1d8.
    Base Card 3:
    Truthspeaker Akram
    CotCT
    Supporter 4
    Traits:
    Human
    Skald
    Display. While displayed:
    * You may bury to examine all cards in a location, then shuffle the location.
    * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll.
    Base Card 4:
    Trinia Sabor
    CotCT
    Supporter 1
    Traits:
    Bard
    Human
    Veteran
    Display. While displayed:
    * On any non-combat check, you may bury to add 1d4+#.
    * ? You may bury to heal a character a card and/or remove a scourge from them.

    Location #1: Cinderlands
    Sacred
    Wild
    At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll.
    When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check.
    When Permanently Closed: Examine the top card of any location.
    M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Amiri/Matsu_Kurisu, Balazar/Iceman91, Varian/Bigguyinblack, Kyra/Gimry, None
    Cinderlands Card 1:
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.
    Cinderlands Card 2:
    Mist Horror
    CotCT
    Monster 3
    Traits:
    Elemental
    Outsider
    To Defeat:
    Combat 14
    Immune to Electricity and Ranged. Vulnerable to Cold.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
    Cinderlands Card 3:
    Frost Longbow
    Core
    Weapon 2
    Traits:
    2-Handed
    Bow
    Cold
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
    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.
    Cinderlands Card 4:
    Brain Mold
    CotCT
    Barrier 4
    Traits:
    Obstacle
    Plant
    To Defeat:
    Intelligence
    Knowledge 10
    OR Wisdom
    Survival 7
    Before acting, mark your location with the scourges Drained and Poisoned.
    If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
    If undefeated, display this barrier at your location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When this location is closed, banish this barrier.
    Cinderlands Card 5:
    Roc
    CotCT
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 19
    If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.
    Cinderlands Card 6:
    Cindermaw
    CotCT
    Story Bane 4
    Type: Monster
    Traits:
    Animal
    Fire
    To Defeat:
    Combat 27
    OR Strength
    Acrobatics
    Survival 12
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage.
    If undefeated, suffer the scourge Wounded.
    Cinderlands Card 7:
    Returning Totem Spear
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Magic
    Melee
    Ranged
    Respect
    Spear
    To Acquire:
    Strength
    Melee 12
    OR Dexterity
    Ranged
    Survival 14
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
    If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Cinderlands Card 8:
    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.
    Cinderlands Card 9:
    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.
    Cinderlands Card 10:
    Minotaur
    Core
    Monster 2
    Traits:
    Minotaur
    To Defeat:
    Combat 15
    OR Fortitude 8
    If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.

    Location #2: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1:
    The Beating
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
    To Acquire:
    Strength
    Melee 4+#
    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.
    Cards Not In the Box Card 2:
    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.
    Cards Not In the Box Card 3:
    The Big Sky
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: At the start of your turn, you may remove 1 of your scourges.
    To Acquire:
    Strength
    Stealth 4+#
    On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
    Discard to explore, or to move then explore.
    Cards Not In the Box Card 4:
    The Bear
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your Strength check, add 2.
    To Acquire:
    Strength
    Acrobatics 4+#
    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.

  • 1 to 50 of 827 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / [PACS] Curse of the Crimson Throne [Gimry] All Messageboards

    Want to post a reply? Sign in.