[PACS] LEGENDARY Year of Rotting Ruin by Nathan

Game Master Nathan Davis

Turn Order
1. Sajan/Hawkmoon
2. Mavaro/Bigguyinblack
3. Thargrap/AbrahamZ.
4. Seoni/Gimry
5. Quinn/NathanDavis
6. Mios/MauveAvenger

Shared Tracker

Currently playing Scenario 4A: Intrigue in Ardis LEGENDARY


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Turn Order: Seoni, Quinn, Mios, Sajan, Mavaro, Thargrap
========================
Seoni 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: Oubliette
Location Power:Damage you suffer is increased by 1.
Adventure Powers:

  • When you close your location, before banishing its cards, search the location and choose 1 highest-level monster, 1 highest-level barrier, and 1 highest-level boon; shuffle the chosen cards into a random other location.
  • Harrow Suit: Keys
    Scenario Powers:
  • If the story bane Mysterious Relic is not displayed, you cannot guard.
  • The first time the villain is defeated, do not close his location; when you retrieve blessings to shuffle in with the villain, retrieve the story bane Mysterious Relic instead of the first blessing.
  • When you close your location and search it for villains, if you find the Mysterious Relic, shuffle it into a random other location instead of banishing it.
  • When the Mysterious Relic is defeated, display it.
  • Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead. Scenario Setup
  • Ablaze: At the end of your turn, suffer 1d4-2 Fire damage. Dark necrotic flames protect Trazavai.
  • Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster. In the heart of the fortress the cost of failure is high.
  • Wearisome: Each turn, you may use no more than 1 power that lets you explore. After fighting your way through waves of undead, flames, and traitors, your party is spent.

    Lich:

    Core
    Story Bane 3
    Type: Monster
    Traits:
    Lich
    Undead
    Veteran
    To Defeat:
    Combat 12+##
    THEN Combat 11+##
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
    Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourges Exhausted and Frightened.

    Arcane 8(4+3+1): 1d12 + 5 + 1d4 ⇒ (1) + 5 + (4) = 10

    Roll Details:

    Arcane - 1d12+5
    Binder's Tome - 1d4

    Mios checks his notes.
    Knowledge 10(6+4): 1d10 + 3 + 1d4 ⇒ (6) + 3 + (2) = 11
    "Hit it there!"

    Combat 24(12+4+4+4): 1d12 + 5 + 2d6 + 2 + 1d12 + 1d6 + 2 + 1 ⇒ (4) + 5 + (6, 2) + 2 + (9) + (4) + 2 + 1 = 35

    Roll Details:

    Combat(Arcane) - 1d12+5
    Magic Missile - 2d6+2
    Blessed - 1d12
    Incanter - 1d6
    Mios Smarts - 2
    Banner - 1

    Recharge Fly for Magic Missile
    RechargeDiscard Spellbound to bless

    Pause for someone to take second check


  • Mios will take the second attack. Reveal and discard Vicious Scythe to do Melee+1d10+1+1d10+1. Recharge the displayd Spiked Breastplate to add 1d4 and the Piercing trait. Reload Lantern Implment to add 1d10. Mios adds 2 due to his power. Banner adds 1.

    Combat 11+4+4=19: 1d8 + 5 + 2d10 + 2 + 1d4 + 1d10 + 3 ⇒ (5) + 5 + (10, 9) + 2 + (3) + (1) + 3 = 38


    Scenario 6-3D: Master of Risen Flesh
    Development:
    Trazavai doesn’t go down easily, but you finally manage to end him. The ornate necklace he wore is tougher than steel. Eventually, you manage to crack it open. As you smash the black onyx at its heart, a blue mist filled with tormented faces escapes, dissipating into the air.

    With his destruction, the remaining undead prove little threat. After a quick search of the keep, you find the Inheritor’s relic. At first glance, it appears to be just a scrap of red wool, but it glows with a holy radiance. Trazavai lacked either the time or the power—or both—to desecrate it. You claim the relic and return to Vellumis, leaving the ruined fortress behind.

    Rewards:
    Scenario: Loot: blessings Pharasma's Knowing and Urgathoa's Gluttony

    Pharasma's Knowing:

    Blessing
    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.

    Urgathoa's Gluttony:

    Blessing
    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.

    Adventure
    Each character chooses a type of feat and increases their maximum number of that feat type to their tier + 1.

    Gain a supporter feat.
    Below are the supporters and which boxes they have available for feats

    Pathfinder Chronicler:

    Supporter
    Traits: Human Bard
    Display. While displayed: On any check against a barrier, a spell, or an item, you may bury to add 1d4+#. [] You may bury to examine the top 3 cards of any location.
    Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?

    Pathfinder Bodyguard:

    Supporter
    Traits: Human Fighter
    Display. While displayed: When a local character suffers damage, you may bury to reduce it to 0. [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
    Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.

    Ketrik:

    Supporter
    Traits: Human Fighter Veteran
    Display. While displayed: On any combat check, you may bury to add 1d4+#. You may also add the Fire trait. [] You may bury to draw 3 new armors, then banish 2 of them.
    If we move now, we might be able to get to them before their army can get to us.

    Boors:

    Supporter
    Traits: Human Ranger
    Display. While displayed: You may bury to examine the top card of up to 3 locations. [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
    Look out there. Give your eyes some time to adjust and look at the horizon.

    Moise:

    Supporter
    Traits: Human Hunter
    Display. While displayed: You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them. [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
    The infection has really gotten to him. I m afraid he won t be the only one; this is spreading too quickly. We need to find something to help.

    Jayna Lemore:

    Supporter
    Traits: Human Paladin
    Display. While displayed: On any combat check, after the roll, you may bury to add 1d6 and the Magic trait. [] You may bury to allow a local character to ignore a card s before or after acting power.
    Please, before it s too late, ride with me and let us save the fortress.

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

    Upgrades:
    Gang Enforcer (Ally 1)
    Hellknight of the Nail (Ally 3)
    Helm of the Valkyrie (Armor 2)
    Magic Chain Shirt (Armor 1)
    The Rakshasa (Blessing 2)
    Sands of the Hour (Blessing 0)
    Gozreh's Growth (Blessing 1)
    Wayfinder (Item 3)
    Vampiric Touch (Spell 2)
    Full Pouch (Spell 2)
    Venomous Hand Crossbow (Weapon 2)
    Giantbane Greataxe (Weapon 1)

    Ally 31
    Armor 21
    Blessing 21
    Item 3
    Spell 22
    Weapon 21


    Deck Handler

    Upgrades:
    Item 3: 1d1000 ⇒ 531
    Ally 3: 1d1000 ⇒ 839
    Weapon 2: 1d1000 ⇒ 264

    Use Hero Point for Power Feat (tier +1): On your ([X] or a local) check against a monster, you may bury a card from your discards or banish a buried card to add 1d6 ([X] 1d8) ([X] 1d12).


    ADVENTURE 3: WHAT STALKS THE SHADOWS
    Scenario 4A: Intrigue in Ardis

    Your return to Vellumis is bittersweet. By the time you arrived at the Fortress of the Quiet Shield, all of its holy warriors had already fallen to the forces of the lich Trazavai—some slain in combat, others convinced to serve in exchange for their lives. But you’ve put an end to the lich’s plans, slaying him and destroying his means of reviving again. And you’ve recovered the sacred relic of Iomedae that the fortress was founded to protect. When you give your report to Venture-Captain Evni Zongnoss, she praises your decisive action in a difficult situation, and for a few days, you take a well-earned rest.

    All too soon, however, Zongnoss summons you back to her office. When you arrive, she already has honeyed tea ready for you. “What I’m about to tell you shouldn’t leave this room. We have spies within the Whispering Tyrant’s forces. They have reported that something is going on in Ustalav, in the city of Ardis. Exactly what, they have been unable to discern. You are better equipped to infiltrate the city than the Knights of Lastwall, particularly if you keep your Pathfinder affiliation hidden. The Society does not maintain a lodge in Ardis, so you’ll be on your own out there. Go to Ardis, root out the Whispering Tyrant’s plans for it, find his agents, and report back to me.”

    Your trip to Ardis is relatively uneventful for a journey through the Tyrant-blighted Gravelands, marked only by occasional skirmishes with bands of roving skeletons and zombies. Even these troubles abate as you approach Ardis, and you find the city in a downright festive mood. The people are more than happy to share the source of their good cheer. They explain that forty years ago, Ardis was the capital and crown jewel of Ustalav. Then the capital was moved to Caliphas, and Ardis has been in decline ever since. But the close proximity of Caliphas to the Gravelands has recently caused a good deal of unease and fear in the people of Ustalav. Additionally, an unnamed wealthy family from far away has begun filling Ardis’s coffers. The people of Ardis are confident that they will soon regain the prestige of being the nation’s capital.

    Not everyone is happy about these developments, though. The recent events with the Whispering Tyrant are adding to the anxiety. The secret nature of the city’s benefactor also has some of the city’s residents uneasy about what kind of deal is being brokered with this family and what they have in mind for the city. Protests have been popping up with increasing frequency, accompanied by counterprotests from those fearful of losing the mysterious family’s patronage. The situation has grown increasingly tense, bringing with it sporadic waves of violence and destruction that have only fanned the flames.

    Between finding the right people to discreetly learn more about this family, asking the right questions, and dodging the angry mobs, this is not going to be easy. But you’ve dealt with worse.


    Scenario 4A: Intrigue in Ardis
    During this Adventure:

    Spoiler:

    At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventures harrow suit as being level #.

    Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)

    When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

    Start with all level 0, 1, 2, 3, and 4 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0 and 1 non-Veteran banes and you may remove any Level 0 and 1 non-Veteran, non-blessing boons.

    Examined Harrow Blessing: The Joke Harrow Suit: Books

    Setup: After building the locations, shuffle a non-closing henchman Rioting Mob-Proxy B and a new ally into each.

    During This Scenario: Once each turn, you may bury a card to explore.

    When you acquire an ally, you may display it next to the scenario. If you do, you may examine the top card of your location; then, if there are more allies displayed next to the scenario than the number of cards remaining in your location, you may attempt to close your location.

    Legendary:
    Increase # for banes and the vault's bane level by 1.
    Wildcards Random Wildcard, skipping Wearisome: 1d15 ⇒ 5 Desperate
    Impoverished: After drawing your starting hand, draw 3 cards, then bury 3 cards. With Ardis' coffers filled, your coin is no longer as valuable.
    Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster. Sporadic
    waves of violence and destruction.

    Desperate: When you encounter a boon and do not acquire it, discard a card. There are consequences to asking the wrong questions.

    Story Banes

    Danger: Rioting Mob
    Villain: None
    Henchmen (Closing): Evidences-Proxy A

    Rioting Mob:

    Story Bane
    Type: Barrier
    Traits: Skirmish Veteran
    To Defeat: Charisma Diplomacy 6+#
    If undefeated, each character summons and encounters the story bane Thug.

    Thug:

    Story Bane
    Type: Monster
    Traits: Fighter Human Veteran
    To Defeat: Combat 10+## OR Charisma Diplomacy 7+#
    Before acting, either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Evidence:

    Story Bane
    Type: Barrier
    Traits: Task Trigger Veteran
    To Defeat: Intelligence Wisdom Knowledge Perception 10+#
    When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.


    During This Adventure:

    Spoiler:

    At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventures harrow suit as being level #.

    Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)

    When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained

    The vault should contain all level 0, 1, 2, 3, and 4 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0 and 1 non-Veteran banes and you may remove any Level 0 and 1 non-Veteran, non-blessing boons.

    Harrow Suit: Books

    During This Scenario: Setup: After building the locations, shuffle a non-closing henchman Rioting Mob-Proxy B and a new ally into each.

    During This Scenario: Once each turn, you may bury a card to explore.

    When you acquire an ally, you may display it next to the scenario. If you do, you may examine the top card of your location; then, if there are more allies displayed next to the scenario than the number of cards remaining in your location, you may attempt to close your location.

    Legendary:
    Increase # for banes and the vault's bane level by 1.
    Wildcards
    Impoverished: After drawing your starting hand, draw 3 cards, then bury 3 cards. With Ardis' coffers filled, your coin is no longer as valuable.
    Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster. Sporadic
    waves of violence and destruction.

    Desperate: When you encounter a boon and do not acquire it, discard a card. There are consequences to asking the wrong questions.

    Additional Rules: Story Banes

    Danger: Rioting Mob
    Villain: None
    Henchmen (Closing): Evidences-Proxy A

    Rioting Mob:

    Story Bane
    Type: Barrier
    Traits: Skirmish Veteran
    To Defeat: Charisma Diplomacy 6+#
    If undefeated, each character summons and encounters the story bane Thug.

    Thug:

    Story Bane
    Type: Monster
    Traits: Fighter Human Veteran
    To Defeat: Combat 10+## OR Charisma Diplomacy 7+#
    Before acting, either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Evidence:

    Story Bane
    Type: Barrier
    Traits: Task Trigger Veteran
    To Defeat: Intelligence Wisdom Knowledge Perception 10+#
    When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.

    Queen's Physician:

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

    Scenario Level (#): 4

    Turn: 1, Quinn/NathanDavis

    Random Cards:

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

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

    Spoiler:
    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:
    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:
    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.

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

    Spoiler:
    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:
    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.

    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:
    Wailing Maidens
    CotCT
    Barrier 3
    Traits:
    Trap
    Trigger
    To Defeat:
    Wisdom
    Disable
    Perception
    Stealth 13
    When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.

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

    Spoiler:
    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:
    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.

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

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


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

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

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

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

    Spoiler:
    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.

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

    Spoiler:
    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:
    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.

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

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

    Spoiler:
    The 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:
    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.

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

    Current Hour:

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

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Mios/MauveAvenger:
    Spoiler:
    Hourglass Card 1 Mios/MauveAvenger
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 2 Sajan/Hawkmoon:
    Spoiler:
    Hourglass Card 2 Sajan/Hawkmoon
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Hourglass Card 3 Mavaro/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Mavaro/Bigguyinblack
    Blackfingers
    Core
    Blessing 3
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
    To Acquire:
    Craft
    Divine
    Stealth 8
    On any check, discard to bless.
    On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
    Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
    Hourglass Card 4 Thargrap/AbrahamZ.:
    Spoiler:
    Hourglass Card 4 Thargrap/AbrahamZ.
    The Brass Dwarf
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
    To Acquire:
    Constitution
    Fortitude 4+#
    On any Constitution check, discard to bless twice.
    Discard to explore.
    Hourglass Card 5 Seoni/Gimry:
    Spoiler:
    Hourglass Card 5 Seoni/Gimry
    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.
    Hourglass Card 6 Quinn/NathanDavis:
    Spoiler:
    Hourglass Card 6 Quinn/NathanDavis
    The Queen Mother
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Knowledge check is blessed.
    To Acquire:
    Wisdom
    Knowledge 4+#
    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
    Hourglass Card 7 Mios/MauveAvenger:
    Spoiler:
    Hourglass Card 7 Mios/MauveAvenger
    The Owl
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Survival check is blessed.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
    Hourglass Card 8 Sajan/Hawkmoon:
    Spoiler:
    Hourglass Card 8 Sajan/Hawkmoon
    The Snakebite
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
    To Acquire:
    Intelligence
    Craft 4+#
    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Hourglass Card 9 Mavaro/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Mavaro/Bigguyinblack
    The Dance
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, discard to bless twice.
    Discard to explore.
    Hourglass Card 10 Thargrap/AbrahamZ.:
    Spoiler:
    Hourglass Card 10 Thargrap/AbrahamZ.
    The Foreign Trader
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.
    Hourglass Card 11 Seoni/Gimry:
    Spoiler:
    Hourglass Card 11 Seoni/Gimry
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 12 Quinn/NathanDavis:
    Spoiler:
    Hourglass Card 12 Quinn/NathanDavis
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 13 Mios/MauveAvenger:
    Spoiler:
    Hourglass Card 13 Mios/MauveAvenger
    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 14 Sajan/Hawkmoon:
    Spoiler:
    Hourglass Card 14 Sajan/Hawkmoon
    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 Mavaro/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 Mavaro/Bigguyinblack
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    Veteran
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Hourglass Card 16 Thargrap/AbrahamZ.:
    Spoiler:
    Hourglass Card 16 Thargrap/AbrahamZ.
    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.
    Hourglass Card 17 Seoni/Gimry:
    Spoiler:
    Hourglass Card 17 Seoni/Gimry
    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 18 Quinn/NathanDavis:
    Spoiler:
    Hourglass Card 18 Quinn/NathanDavis
    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 19 Mios/MauveAvenger:
    Spoiler:
    Hourglass Card 19 Mios/MauveAvenger
    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.
    Hourglass Card 20 Sajan/Hawkmoon:
    Spoiler:
    Hourglass Card 20 Sajan/Hawkmoon
    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 Mavaro/Bigguyinblack:
    Spoiler:
    Hourglass Card 21 Mavaro/Bigguyinblack
    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 Thargrap/AbrahamZ.:
    Spoiler:
    Hourglass Card 22 Thargrap/AbrahamZ.
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers.
    To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.
    Hourglass Card 23 Seoni/Gimry:
    Spoiler:
    Hourglass Card 23 Seoni/Gimry
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    Veteran
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 24 Quinn/NathanDavis:
    Spoiler:
    Hourglass Card 24 Quinn/NathanDavis
    The Locksmith
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
    To Acquire:
    Dexterity
    Disable 4+#
    On any check, discard to bless.
    On any Acrobatics or Disable check, discard to bless twice.
    Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
    Hourglass Card 25 Mios/MauveAvenger:
    Spoiler:
    Hourglass Card 25 Mios/MauveAvenger
    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 26 Sajan/Hawkmoon:
    Spoiler:
    Hourglass Card 26 Sajan/Hawkmoon
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    Veteran
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 27 Mavaro/Bigguyinblack:
    Spoiler:
    Hourglass Card 27 Mavaro/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 28 Thargrap/AbrahamZ.:
    Spoiler:
    Hourglass Card 28 Thargrap/AbrahamZ.
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    Veteran
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Hourglass Card 29 Seoni/Gimry:
    Spoiler:
    Hourglass Card 29 Seoni/Gimry
    Lady Luck
    Core
    Blessing 3
    Traits:
    Deity: Desna
    Divine
    When this is the hour: When you play a blessing, you may give a card to any character.
    To Acquire:
    Wisdom
    Divine
    Perception 8
    On any check, freely discard to reroll.
    Discard to move, then explore.

    Location #0: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 6
    Located/Displayed Here: None

    Base Card 1:
    Ketrik
    YoRR
    Supporter 2
    Traits:
    Human
    Fighter
    Veteran
    Display. While displayed:
    • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
    • [] You may bury to draw 3 new armors, then banish 2 of them.
    If we move now, we might be able to get to them before their army can get to us.
    Base Card 2:
    Pathfinder Chronicler
    YoRR
    Supporter 0
    Traits:
    Human
    Bard
    Display. While displayed:
    • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
    • [] You may bury to examine the top 3 cards of any location.
    Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
    Base Card 3:
    Moise
    YoRR
    Supporter 2
    Traits:
    Human
    Hunter
    Display. While displayed:
    • You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
    • [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
    The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
    Base Card 4:
    Boors
    YoRR
    Supporter 2
    Traits:
    Human
    Ranger
    Display. While displayed:
    • You may bury to examine the top card of up to 3 locations.
    • [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
    Look out there. Give your eyes some time to adjust and look at the horizon.
    Base Card 5:
    Pathfinder Bodyguard
    YoRR
    Supporter 0
    Traits:
    Human
    Fighter
    Display. While displayed:
    • When a local character suffers damage, you may bury to reduce it to 0.
    • [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
    Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.
    Base Card 6:
    Jayna Lemore
    YoRR
    Supporter 3
    Traits:
    Human
    Paladin
    Display. While displayed:
    • On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
    • [] You may bury to allow a local character to ignore a card’s before or after acting power.
    Please, before it’s too late, ride with me and let us save the fortress.

    Location #1: Bank Of Abadar
    Sacred
    Urban
    At This Location: When you acquire a boon, bury a card.
    When Closing: Bury an item.
    When Permanently Closed: No effect.
    M: 0 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 2 Bl: 1 ?: 2
    Located/Displayed Here: None
    Bank Of Abadar Card 1:
    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.

    Bank Of Abadar Card 2:
    Henchman Proxy A6
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Bank Of Abadar Card 3:
    Enhance
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Magic
    Veteran
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    Freely display next to a local character and choose a skill. While displayed:
    * On their checks using that skill, add 1+#.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
    Bank Of Abadar Card 4:
    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.
    Bank Of Abadar Card 5:
    White War Paint
    CotCT
    Item 2
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Divine 5
    Display. While displayed:
    * On your checks against Undead banes, add 1d8.
    * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Bank Of Abadar Card 6:
    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.
    Bank Of Abadar Card 7:
    Burning Tar
    Core
    Barrier 0
    Traits:
    Fire
    Obstacle
    Veteran
    To Defeat:
    Dexterity
    Acrobatics 6+#
    OR Constitution
    Craft
    Fortitude 7+#
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
    Bank Of Abadar Card 8:
    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.
    Bank Of Abadar Card 9:
    Henchman Proxy B8
    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.
    Bank Of Abadar Card 10:
    Obsession of Servitude
    CotCT
    Barrier 5
    Traits:
    Curse
    Task
    To Defeat:
    Intelligence
    Perception 13
    OR Wisdom 11
    If undefeated, display this barrier.
    While displayed:
    * At the start of your turn, move to a random location.
    * Evade boons you encounter.
    * You may not play boons except during encounters with banes.
    * When a power would remove 1 of your scourges, you may instead banish this barrier.
    Bank Of Abadar Card 11:
    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.
    Bank Of Abadar Card 12:
    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.

    Location #2: Farm
    Urban
    Wild
    At This Location: On your check that invokes the Animal or Plant trait, or when you play any number of Animal or Plant cards on a check, add 1d6.
    When Closing: Succeed at a Craft, Diplomacy, or Survival 4+# check.
    When Permanently Closed: You may draw a new Animal ally.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 2
    Located/Displayed Here: None
    Farm Card 1:
    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.
    Farm Card 2:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Farm Card 3:
    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.
    Farm Card 4:
    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.
    Farm Card 5:
    Henchman Proxy B3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Farm Card 6:
    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.
    Farm 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.
    Farm Card 8:
    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.
    Farm Card 9:
    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.
    Farm Card 10:
    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.
    Farm Card 11:
    Traitor
    CotCT
    Monster 1
    Traits:
    Human
    Spy
    Veteran
    To Defeat:
    Combat 9+##
    Before acting, discard a random ally; the difficulty is increased by its level.
    Farm Card 12:
    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.

    Location #3: Manor
    Urban
    At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Search your deck for a card and draw it.
    M: 0 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 2 Al: 3 Bl: 0 ?: 2
    Located/Displayed Here: None
    Manor Card 1:
    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.
    Manor Card 2:
    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.
    Manor Card 3:
    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.
    Manor Card 4:
    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.

    Manor Card 5:
    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.
    Manor Card 6:
    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.
    Manor Card 7:
    Korvosan House Drake
    CotCT
    Ally 2
    Traits:
    Dragon
    To Acquire:
    Wisdom
    Arcane
    Survival 9
    On a local combat check, recharge to add 1d6 and the Mental trait.
    Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.
    Manor Card 8:
    Henchman Proxy A5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Manor Card 9:
    Henchman Proxy B7
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Manor Card 10:
    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.

    Manor Card 11:
    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.
    Manor Card 12:
    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.

    Location #4: Plaza
    Urban
    At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: None
    Plaza Card 1:
    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.
    Plaza Card 2:
    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.
    Plaza Card 3:
    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.
    Plaza Card 4:
    Jasan Adriel
    CotCT
    Ally 4
    Traits:
    Human
    Spy
    To Acquire:
    Charisma
    Diplomacy 11
    OR Knowledge 10
    On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.
    This exploration, when you would encounter a story bane, another local character may encounter it instead.
    Plaza Card 5:
    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.
    Plaza Card 6:
    Henchman Proxy A8
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Plaza Card 7:
    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.
    Plaza Card 8:
    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.
    Plaza Card 9:
    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.

    Plaza Card 10:
    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.
    Plaza Card 11:
    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.
    Plaza Card 12:
    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 #5: Den Of Iniquity
    Urban
    At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
    When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
    When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 3 Bl: 0 ?: 2
    Located/Displayed Here: None
    Den Of Iniquity Card 1:
    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.
    Den Of Iniquity Card 2:
    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.
    Den Of Iniquity Card 3:
    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.
    Den Of Iniquity Card 4:
    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.
    Den Of Iniquity Card 5:
    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.
    Den Of Iniquity Card 6:
    Blackjack's Daggers
    CotCT
    Weapon 4
    Traits:
    Blackjack
    Finesse
    Knife
    Loot
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 11
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
    Den Of Iniquity Card 7:
    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.

    Den Of Iniquity Card 8:
    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.
    Den Of Iniquity Card 9:
    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.
    Den Of Iniquity Card 10:
    Henchman Proxy B1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Den Of Iniquity Card 11:
    Warning Bells
    CotCT
    Barrier 5
    Traits:
    Curse
    Trigger
    To Defeat:
    Constitution
    Fortitude 13
    OR Intelligence
    Perception 15
    When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
    If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.
    Den Of Iniquity Card 12:
    Henchman Proxy A4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #6: Academy
    Urban
    At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: On closing, each local character may heal a spell.
    M: 2 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 2
    Located/Displayed Here: None
    Academy Card 1:
    Forbiddance
    CotCT
    Barrier 5
    Traits:
    Curse
    Trap
    To Defeat:
    Wisdom 13
    OR Arcane
    Divine 15
    If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When you would explore, move to a random other location and explore it instead.
    * When this location is closed, banish this barrier.
    Academy Card 2:
    Henchman Proxy B6
    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.
    Academy Card 3:
    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.

    Academy Card 4:
    Firepelt Cougar
    CotCT
    Ally 4
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 12
    On a local combat check, reload to add 1d6.
    Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
    Academy Card 5:
    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.
    Academy Card 6:
    Ash Giant Zombie
    CotCT
    Monster 5
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 24
    Immune to Cold, Electricity, Force, Mental, and Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
    Academy Card 7:
    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.
    Academy Card 8:
    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.
    Academy Card 9:
    Dire Crocodile
    CotCT
    Monster 2
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 15
    Vulnerable to Cold.
    If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.
    Academy Card 10:
    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.
    Academy Card 11:
    Mistform
    CotCT
    Spell 3
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 10
    When you encounter a non- Incorporeal monster, banish to evade it.
    On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.

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

    Academy Card 12:
    Henchman Proxy A7
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #7: Hospice
    Urban
    At This Location: If you do not explore on your turn, you may either heal 1d4+1 cards or remove 1 of your scourges.
    When Closing: Summon and defeat the story bane Queen's Physician.
    When Permanently Closed: Remove 1 of your scourges.
    M: 0 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 1 Al: 3 Bl: 2 ?: 2
    Located/Displayed Here: None
    Hospice Card 1:
    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.
    Hospice Card 2:
    Henchman Proxy B4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Hospice Card 3:
    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.
    Hospice Card 4:
    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.
    Hospice Card 5:
    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.

    Hospice Card 6:
    Foes On All Sides
    CotCT
    Barrier 2
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
    Hospice Card 7:
    The Teamster
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: After your first exploration of your turn, you may discard a card to explore.
    To Acquire:
    Constitution
    Diplomacy 4+#
    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.
    Hospice Card 8:
    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.
    Hospice Card 9:
    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.
    Hospice Card 10:
    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.
    Hospice Card 11:
    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.

    Hospice Card 12:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #8: Shop
    Urban
    At This Location: When you fail to acquire a boon, you may shuffle it into the location.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
    M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here: None
    Shop Card 1:
    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.
    Shop Card 2:
    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.
    Shop Card 3:
    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.
    Shop Card 4:
    The Publican
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would discard an ally, recharge it instead.
    To Acquire:
    Wisdom
    Diplomacy 4+#
    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
    Shop Card 5:
    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.
    Shop Card 6:
    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+#.
    Shop Card 7:
    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.

    Shop Card 8:
    Ambush
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    Trigger
    To Defeat:
    Wisdom
    Perception
    Stealth 8+#
    When examined, encounter this barrier; on the check to defeat, add 1d4.
    If undefeated, banish this barrier, then a random local character summons and encounters a monster.
    That monster cannot be evaded; subtract 1 from each die rolled against it.
    Shop Card 9:
    Henchman Proxy B5
    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.
    Shop Card 10:
    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.
    Shop Card 11:
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Shop Card 12:
    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.

    Location #9: 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: 1 Al: 0 Bl: 3 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box 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.
    Cards Not In the Box Card 2:
    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.
    Cards Not In the Box Card 3:
    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.
    Cards Not In the Box Card 4:
    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.


    Start at Manor
    "

    Seoni wrote:

    Hand: Fire Snake, Fly, Ice and Fire, Blessing of the Spellbound (2), Blessing of the Spellbound, Blessing of the Spellbound (3),

    Displayed:
    Deck: 9 Discard: 0 Buried: 3
    Current Location: Manor
    Hero Points: 1
    NOTES:
    Other: Paizo reroll status: Available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Embiggen, Create Mindscape, Binder's Tome, Incanter, Chronicler, Frost Ray, Sage, Spell Dagger, Good Omen
    Recharged:
    Discard Pile:
    Buried Pile: Gem of Mental Acuity, Codex, Cleric of Nethys,

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

    Favored Card: Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Arcane
    POWERS:
    For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☑ 2d6) plus the card's level and add the Attack, Force, and Magic traits. This counts as playing a spell.
    On your check to recharge an Arcane spell , you automatically succeed. (☑ You may instead shuffle it into your deck.)
    ☑ When you suffer Acid or Cold damage, reduce it by 1

    "


    deck handler

    Favored card is still weapon. Trading out Blessing of the Spellbound, Bestiary of Garund, and Walking Stick for loot cards The Carnival, Dagger (Core), and Korvosan Guard. Start at Plaza.

    Mavaro wrote:

    Hand: The Missing Eye, The Carnival, Chronicler (2), Blessing of the Master of Masters, Spellbook, Korvosan Guard, Dagger (Core), Chronicler,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    "Current Location: Plaza
    Hero Points: 0"
    "NOTES:
    Available Support: Boons are available for use.
    Folio reroll: Unused

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

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Holy Javelin, Fly, Armor of the Sands, Helpful Haversack (Core), Binder's Tome, Embiggen, Blessing of the Spellbound, Cure, Spirit Surge, Harrow Deck (Core)
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☑ +1 ☑ +2 ☑ +3
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Charisma d6 ☐ +1 ☐ +2

    Knowledge: Intelligence +1
    Perception: Wisdom +2

    Favored Card: Weapon
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    ☐ Heavy Armor Weapons Arcane Divine
    POWERS:
    Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. (☐ You may also add any of the card's traits to your checks.)
    You may discard ([x] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.
    [x] When you would recharge or discard the weapon The Missing Eye, you may reveal it instead.

    Draw 3 cards Helpful Haversack (Core), Armor of the Sands, and Holy Javelin. Bury 3 cards Chronicler (2), Armor of the Sands, and Holy Javelin.

    Mavaro wrote:

    Hand: The Missing Eye, The Carnival, Blessing of the Master of Masters, Spellbook, Korvosan Guard, Dagger (Core), Chronicler, Helpful Haversack (Core),

    Displayed:
    Deck: 7 Discard: 0 Buried: 3
    "Current Location: Plaza
    Hero Points: 0"
    "NOTES:
    Available Support: Boons are available for use.
    Folio reroll: Unused

    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.

    Blessing of the Master of Masters: Discard this card to add 1 die to any check. Discard this card to add 2 dice to any Intelligence check

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

    "

    Deck, Discard, Buried:

    Reloaded: Cure,
    Middle of Deck (Unknown Order): Harrow Deck (Core), Spirit Surge, Blessing of Sivanah, Fly, Binder's Tome, Embiggen
    Recharged:
    Discard Pile:
    Buried Pile: Chronicler (2), Armor of the Sands, Holy Javelin,
    "
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☑ +1 ☑ +2 ☑ +3
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Charisma d6 ☐ +1 ☐ +2

    Knowledge: Intelligence +1
    Perception: Wisdom +2

    Favored Card: Weapon
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    ☐ Heavy Armor Weapons Arcane Divine
    POWERS:
    Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. (☐ You may also add any of the card's traits to your checks.)
    You may discard ([x] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.
    [x] When you would recharge or discard the weapon The Missing Eye, you may reveal it instead.


    Deck Handler // Searching for: Blessing 4 > Ally 4 > Item 4

    Starting at Manor
    Not taking Lady of Valor. Dragon's Demand Loot: Replace Venomous Fighting Fan +1 with Balmberry

    Opening hand +3 Cards from Blackjack. +3 from Impoverished.

    Hand: Double Chicken Saber +1, Blackjack's Rapier, Armored Coat, Shozoku of the Night Wind, Elixir of Focus, Wayfinder, Balmberry, Acid Flask, Shy Ratani, The Publican, The Snakebite, Blessing of the Sages, The Carnival,
    Kit:Balmberry, Armored Coat, The Snakebite
    Bury:Shozoku of the Night Wind, Double Chicken Saber +1, Acid Flask

    Quinn wrote:

    Hand: Blackjack's Rapier, Elixir of Focus, Wayfinder, Shy Ratani, The Publican, Blessing of the Sages, The Carnival,

    Displayed:
    Current Location: Manor
    Kit: Balmberry, Armored Coat, The Snakebite,
    Deck: 8 Discard: 0 Buried: 3
    NOTES:
    Available Support: Elementary: Reload Blackjack's Daggers, Gear, Rapier or Bury Item to add 1d8+3 to local check against a barrier.

    Blessings Available

    Other: Product Reroll: Unused
    Hero Point: 2

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blackjack's Gear, Ambrosia, Embalming Fluid, Blackjack's Daggers, Gem of Mental Acuity, Clockwork Servant, Valet, Snake
    Recharged:
    Discard Pile:
    Buried Pile: Shozoku of the Night Wind, Double Chicken Saber +1, Acid Flask,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1
    Intelligence d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Disable: Intelligence +1
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Perception: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    Dipomacy: Charisma +2

    Favored Card: Item
    Hand Size: 6 ☑ 7 ☐ 8
    Proficiencies:
    X
    POWERS:
    For your check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
    On a local check against a barrier, you may bury an item to add your Perception.
    At the end (☐ or start) of your turn, you may examine the top card of your location.
    ☑ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
    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 boon 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.
    ☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.


    Start at the Bank of Abadar

    Take loot The Plaguebringer's Mask and Pharasma's Knowing, replacing Wandermeal and Blessing of Kofusachi respectively

    Mios wrote:

    Hand: Deconstructor, Wounding Spear-Axe, Staff of Minor Healing, Korvosan Guard, Hellknight of the Veil,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Current Location: Bank of Abadar
    Hero Points: 1
    3D Reroll: not used
    NOTES:
    Available Support: Local check vs Monster: Mios can attempt a DC 6+level Knowledge check (please bot). If vulnerable to trait, add trait. If not, add 2 to combat checks.

    Lantern Implement (displayed): +1d4 vs Knowledge/Perception

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Helm of the Valkyrie (Core), Sacred Candle, War Drum, Blessing of Wadjet, Compass, Pharamsa's Knowing (Loot), Crowbar, Spiked Breastplate, Lantern Implement, Horn of Battle Clarity, Blessing of Abadar, Gorum's Iron, Vicious Scythe, The Plaguebringer's Mask
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Item
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
    Proficiencies:
    Armors Weapon
    POWERS:
    Add 1d4 (▢+2 ) to your check that invokes the Animal or Lycanthrope (☑ or Demon or Undead) trait.
    When you (☑ or a local character) encounter a monster, you may attempt a Knowledge check with a difficulty equal to 8 (☑ 6) plus the monster’s level. If successful and the monster is Vulnerable to a trait, combat checks against the monster gain that trait until the end of the encounter; if it is not, add 2 to combat checks against it until the end of the encounter.
    At the end of your turn, you may recharge a card to draw an item (▢ or weapon) from your discard pile.
    ☑ While you have the loot item Lantern Implement displayed, before you encounter a non-story bane monster with a level lower than the scenario’s level, you may bury (▢ or discard) a card to banish it and draw a new monster (▢ or barrier), then encounter it, (▢ adding your Perception bonus to checks to defeat it during the encounter).

    Due to Impoverished, draw three cards, then bury three cards.

    Mios wrote:

    Hand: Deconstructor, Staff of Minor Healing, Korvosan Guard, Hellknight of the Veil, Gorum's Iron,

    Displayed: Lantern Implement,
    Deck: 10 Discard: 0 Buried: 3
    Current Location: Bank of Abadar
    Hero Points: 1
    3D Reroll: not used
    NOTES:
    Available Support: Local check vs Monster: Mios can attempt a DC 6+level Knowledge check (please bot). If vulnerable to trait, add trait. If not, add 2 to combat checks.

    Lantern Implement (displayed): +1d4 vs Knowledge/Perception

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Horn of Battle Clarity, Blessing of Abadar, Helm of the Valkyrie (Core), Compass, Sacred Candle, Vicious Scythe, War Drum, Spiked Breastplate, Pharamsa's Knowing (Loot), Blessing of Wadjet
    Recharged:
    Discard Pile:
    Buried Pile: Crowbar, Wounding Spear-Axe, The Plaguebringer's Mask,

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

    Favored Card: Item
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
    Proficiencies:
    Armors Weapon
    POWERS:
    Add 1d4 (▢+2 ) to your check that invokes the Animal or Lycanthrope (☑ or Demon or Undead) trait.
    When you (☑ or a local character) encounter a monster, you may attempt a Knowledge check with a difficulty equal to 8 (☑ 6) plus the monster’s level. If successful and the monster is Vulnerable to a trait, combat checks against the monster gain that trait until the end of the encounter; if it is not, add 2 to combat checks against it until the end of the encounter.
    At the end of your turn, you may recharge a card to draw an item (▢ or weapon) from your discard pile.
    ☑ While you have the loot item Lantern Implement displayed, before you encounter a non-story bane monster with a level lower than the scenario’s level, you may bury (▢ or discard) a card to banish it and draw a new monster (▢ or barrier), then encounter it, (▢ adding your Perception bonus to checks to defeat it during the encounter).


    Character Sheet

    Loot: Urgathoa's Gluttony for Blessing of Cayden Cailean

    Starting at Den of Iniquity.

    Initial draw (+3):
    Blessing of Dispater
    Compass
    Blessing of Milani
    Raccoon
    Old Deadeye
    Blessing of Irori
    The Publican
    The Sickness

    Bury:
    Compass
    Racoon
    Blessing of Irori

    Sajan wrote:

    HAND: Blessing of Dispater, Blessing of Milani, Old Deadeye, The Publican, The Sickness

    DISPLAYED:
    Deck: 10 | Discards: 0 | Bury Pile: 3
    Current Location: Den Of Iniquity
    Hero Points: 0
    Accessory Reroll Status: 6-3D
    NOTES:
    Use anything I have as you think is best.
    LOCATION PREFERENCE: Den Of Iniquity, Hospice, Bank Of Abadar, Plaza, Shop, Manor, Academy, Farm, Base


    SKILLS AND POWERS:
    SKILLS
    STRENGTH: d6 ☐+1 ☐+2
    DEXTERITY: d10 ☒+1 ☒+2 ☐+3 ☐+4
      ACROBATICS: DEXTERITY+2
    CONSTITUTION: d6 ☒+1 ☐+2
      FORTITUDE: CONSTITUTION+2
    INTELLIGENCE: d6 ☐+1 ☐+2
    WISDOM: d8 ☐+1 ☐+2 ☐+3
    CHARISMA: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 4 ☒5 ☐6 ☐7
    PROFICIENCIES Liquid | ☐ Weapons
    For your combat check, you may roll your Dexterity die (☒ and you may add the Magic trait) (☐ and/or the Fire trait); you may not play a weapon on the check.
    On your combat check, you may play any number of blessings freely; recharge them instead of discarding them.
    ☒ When dealt damage other than Combat damage, reduce that damage by 1 (☐ 2) (☐ 3).
    ☒ After you play a boon with the Liquid trait, you may succeed at a Fortitude 6 check to recharge it instead of banishing it.
    ☐ Add 6 to your check to acquire a boon with the Liquid trait.
    ☐ At the start of your turn, you must draw 1 card.
    Once per turn, you may ignore the Corrupted trait on a card.
     
    FAVORED CARD TYPE: Blessing


    Deck Handler

    Start at Manor

    "

    Thargrap wrote:

    Hand: Shock Glaive +1, Augury, Surgeon, Blessing of Iomedae,

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Current Location: Manor
    Hero Points: 1
    Tshirt Reroll: Available
    Respect Points 2
    NOTES:
    Available Support: When a local character defeats a monster OR A BARRIER and would banish it, Thargrap will bury it instead. (Please point this out to me!).

    Local checks vs monsters: bury from Thargrap's discards or banish from Thargrap's buried pile to add 1d12 (Please note that you've done this so I see it).

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Katana +1, Legionnaire Chaplain, Blood God Nulgreth, Good Omen (Core), Dwarven Earthbreaker +1, Guide (Core), Four Mirror Armor, Blessing of Shax, Blessing of Norgorber, Phantom Steed, Banner, Blessing of the Samurai, Mist Horn, Hatchetbird, Blessing of Lamashtu
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Melee: Str +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Fortitude: Con +2
    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: Charisma +2
    Traits: Half-Orc, Summoner
    Favored Card: Weapon
    Hand Size: 4 ☐ 5 ☐ 6
    Proficiencies:
    Arcane, Weapons
    POWERS (Role: Lord of the Blood Feast):
    On your ([X] or a local) check against a monster, you may bury a card from your discards or banish a buried card to add 1d6 ([X] 1d8) ([X] 1d12).
    When a local character defeats a monster ([x] or barrier) and would banish it, you may bury it instead.
    ☐ You may banish a boon to draw a card; this power cannot be used during an encounter. (When you gain this feat, also check a feat box on your cohort Blood God Nulgreth.)
    ☐ On your combat check (☐ or your check against a bane), if your cohort Blood God Nulgreth is not displayed, add 1d8.
    ☐ When you defeat a monster, you may heal a card or remove 1 of your scourges.
    ☐ When another local character discards a boon for its power, they may put it in your discards.
    ☐ When you gain this feat, check a feat box on your cohort Blood God Nulgreth.
    "

    Impoverished: draw 3: Banner, Hatchetbird, Legionairre Chaplain. Bury 3: Augury, Hatchetbird, Surgeon.

    As soon as someone encounters a Monster, display Banner.

    "

    Thargrap wrote:

    Hand: Shock Glaive +1, Legionnaire Chaplain, Blessing of Iomedae,

    Displayed: Banner,
    Deck: 12 Discard: 0 Buried: 3
    Current Location: Manor
    Hero Points: 1
    Tshirt Reroll: Available
    Respect Points 2
    NOTES:
    Available Support: When a local character defeats a monster OR A BARRIER and would banish it, Thargrap will bury it instead. (Please point this out to me!).

    Local checks vs monsters: bury from Thargrap's discards or banish from Thargrap's buried pile to add 1d12 (Please note that you've done this so I see it).

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Lamashtu, Blood God Nulgreth, Dwarven Earthbreaker +1, Mist Horn, Blessing of Shax, Blessing of Norgorber, Guide (Core), Blessing of the Samurai, Four Mirror Armor, Good Omen (Core), Phantom Steed, Katana +1
    Recharged:
    Discard Pile:
    Buried Pile: Augury, Hatchetbird, Surgeon,

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Melee: Str +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Fortitude: Con +2
    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: Charisma +2
    Traits: Half-Orc, Summoner
    Favored Card: Weapon
    Hand Size: 4 ☐ 5 ☐ 6
    Proficiencies:
    Arcane, Weapons
    POWERS (Role: Lord of the Blood Feast):
    On your ([X] or a local) check against a monster, you may bury a card from your discards or banish a buried card to add 1d6 ([X] 1d8) ([X] 1d12).
    When a local character defeats a monster ([x] or barrier) and would banish it, you may bury it instead.
    ☐ You may banish a boon to draw a card; this power cannot be used during an encounter. (When you gain this feat, also check a feat box on your cohort Blood God Nulgreth.)
    ☐ On your combat check (☐ or your check against a bane), if your cohort Blood God Nulgreth is not displayed, add 1d8.
    ☐ When you defeat a monster, you may heal a card or remove 1 of your scourges.
    ☐ When another local character discards a boon for its power, they may put it in your discards.
    ☐ When you gain this feat, check a feat box on your cohort Blood God Nulgreth.
    "


    Deck Handler // Searching for: Blessing 4 > Ally 4 > Item 4

    Hour of Erastil's Eye

    Will ignore my Kit for now


    Move to Den Of Iniquity
    Explore and encounter Wolverine
    Recharge Shy Ratani

    Wisdom 9: 1d8 + 4 + 1d8 ⇒ (6) + 4 + (3) = 13 Acquired. Display next to the Scenario. Then examine: Grounded Studded Leather

    Recharge Wayfinder to return to Manor then examine:
    Djinn
    Assassination Squad (Trigger) Decide NOT to encounter!


    Discard The Publican to explore and encounter Djinn
    Blessed. Banish Elixir of Focus to Recovery

    Knowledge 12: 1d10 + 4 + 1d10 + 1d1 + 2 ⇒ (8) + 4 + (1) + (1) + 2 = 16 Acquired. Display next to the Scenario. Then examine: Assassination Squad Decide NOT to encounter!

    Quick Tincture: Automatically recharge Elixir of Focus

    Something rotton is afoot in Ardis. Quinn begins investigating the elite and, making connections at smokehouses and bloodsucking banking houses alike. Two characters were particularly receptive to Quinn's carousing; he hopes to call upon them later: One, a short gruff man with a stiff spine and huge side burns, another, a tall muscular fellow who has ventured far was a bit too interested in what Quinn wished for.

    It wasn't long before Quinn discovered, an assassination plot and warned his companions away from the Manorhouses, for now.

    Quinn wrote:

    Hand: Blackjack's Rapier, Blackjack's Daggers, Snake, Gem of Mental Acuity, Embalming Fluid, Blackjack's Gear, The Carnival,

    Displayed:
    Current Location: Manor
    Kit: Balmberry, Armored Coat, The Snakebite,
    Deck: 7 Discard: 1 Buried: 3
    NOTES:
    Available Support: Elementary: Reload Blackjack's Daggers, Gear, Rapier or Bury Item to add 1d8+4 to local check against a barrier.

    Snake: Local Combat add 1d4 and the Poison trait.

    Blackjack's Daggers: Local Combat Recharge to add 1d4 + 1

    Blessing Available

    Other: Product Reroll: Unused
    Hero Point: 2

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Clockwork Servant, Valet, Ambrosia
    Recharged: Shy Ratani, Wayfinder, Blessing of the Sages, Elixir of Focus,
    Discard Pile: The Publican,
    Buried Pile: Shozoku of the Night Wind, Double Chicken Saber +1, Acid Flask,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1
    Intelligence d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Disable: Intelligence +1
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Perception: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3
    Dipomacy: Charisma +2

    Favored Card: Item
    Hand Size: 6 ☑ 7 ☐ 8
    Proficiencies:
    X
    POWERS:
    For your check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
    On a local check against a barrier, you may bury an item to add your Perception.
    At the end (☐ or start) of your turn, you may examine the top card of your location.
    ☑ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
    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 boon 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.
    ☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

    Board Status
    Allies Displayed: 2

    Base 1-6 remain
    Mios - Bank Of Abadar 1-12 remain // 1=Vampiric Touch
    Farm 1-12 remain
    Seoni, Quinn, Thargrap - Manor 1-11 remain // 1=Assassination Squad
    Mavaro - Plaza 1-12 remain
    Sajan - Den Of Iniquity 1-11 remain // 1=Grounded Studded Leather
    Academy 1-12 remain
    Hospice 1-12 remain
    Shop 1-12 remain


    During This Adventure:

    Spoiler:

    At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventures harrow suit as being level #.

    Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)

    When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained

    The vault should contain all level 0, 1, 2, 3, and 4 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0 and 1 non-Veteran banes and you may remove any Level 0 and 1 non-Veteran, non-blessing boons.

    Harrow Suit: Books

    During This Scenario: Setup: After building the locations, shuffle a non-closing henchman Rioting Mob-Proxy B and a new ally into each.

    During This Scenario: Once each turn, you may bury a card to explore.

    When you acquire an ally, you may display it next to the scenario. If you do, you may examine the top card of your location; then, if there are more allies displayed next to the scenario than the number of cards remaining in your location, you may attempt to close your location.

    Displayed Allies: 2

    Legendary:
    Increase # for banes and the vault's bane level by 1.
    Wildcards
    Impoverished: After drawing your starting hand, draw 3 cards, then bury 3 cards. With Ardis' coffers filled, your coin is no longer as valuable.
    Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster. Sporadic
    waves of violence and destruction.

    Desperate: When you encounter a boon and do not acquire it, discard a card. There are consequences to asking the wrong questions.

    Additional Rules: Story Banes

    Danger: Rioting Mob
    Villain: None
    Henchmen (Closing): Evidences-Proxy A

    Rioting Mob:

    Story Bane
    Type: Barrier
    Traits: Skirmish Veteran
    To Defeat: Charisma Diplomacy 6+#
    If undefeated, each character summons and encounters the story bane Thug.

    Thug:

    Story Bane
    Type: Monster
    Traits: Fighter Human Veteran
    To Defeat: Combat 10+## OR Charisma Diplomacy 7+#
    Before acting, either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Evidence:

    Story Bane
    Type: Barrier
    Traits: Task Trigger Veteran
    To Defeat: Intelligence Wisdom Knowledge Perception 10+#
    When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.

    Queen's Physician:

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

    Scenario Level (#): 4

    Turn: 2, Mios/MauveAvenger

    Random Cards:

    Monsters
    Spoiler:
    Harpy
    Core
    Monster 2
    Traits:
    Harpy
    To Defeat:
    Combat 10
    Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.

    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:
    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:
    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.

    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.

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

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

    Weapons
    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:
    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 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.

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

    Spoiler:
    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.

    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:
    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:
    Restorative Touch
    Core
    Spell 3
    Traits:
    Divine
    Magic
    Healing
    To Acquire:
    WisdomDivine 8
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.

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

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


    Spoiler:
    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.

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

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

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

    Spoiler:
    Ring of Evasion
    CotCT
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Arcane
    Craft 9
    When you encounter a bane, recharge to evade it.
    When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1.

    Spoiler:
    Fireball Beads
    CotCT
    Item 4
    Traits:
    Accessory
    Arcane
    Attack
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    For your combat check, banish to roll 3d6+12.

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


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

    Spoiler:
    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 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.

    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 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.

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

    Hour Power: No effect.

    Current Hour:

    Incitation:
    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.

    Hours Remaining: 28

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Sajan/Hawkmoon:
    Spoiler:
    Hourglass Card 1 Sajan/Hawkmoon
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Hourglass Card 2 Mavaro/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 Mavaro/Bigguyinblack
    Blackfingers
    Core
    Blessing 3
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
    To Acquire:
    Craft
    Divine
    Stealth 8
    On any check, discard to bless.
    On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
    Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
    Hourglass Card 3 Thargrap/AbrahamZ.:
    Spoiler:
    Hourglass Card 3 Thargrap/AbrahamZ.
    The Brass Dwarf
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
    To Acquire:
    Constitution
    Fortitude 4+#
    On any Constitution check, discard to bless twice.
    Discard to explore.
    Hourglass Card 4 Seoni/Gimry:
    Spoiler:
    Hourglass Card 4 Seoni/Gimry
    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.
    Hourglass Card 5 Quinn/NathanDavis:
    Spoiler:
    Hourglass Card 5 Quinn/NathanDavis
    The Queen Mother
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Knowledge check is blessed.
    To Acquire:
    Wisdom
    Knowledge 4+#
    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
    Hourglass Card 6 Mios/MauveAvenger:
    Spoiler:
    Hourglass Card 6 Mios/MauveAvenger
    The Owl
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Survival check is blessed.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
    Hourglass Card 7 Sajan/Hawkmoon:
    Spoiler:
    Hourglass Card 7 Sajan/Hawkmoon
    The Snakebite
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
    To Acquire:
    Intelligence
    Craft 4+#
    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Hourglass Card 8 Mavaro/Bigguyinblack:
    Spoiler:
    Hourglass Card 8 Mavaro/Bigguyinblack
    The Dance
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, discard to bless twice.
    Discard to explore.
    Hourglass Card 9 Thargrap/AbrahamZ.:
    Spoiler:
    Hourglass Card 9 Thargrap/AbrahamZ.
    The Foreign Trader
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.
    Hourglass Card 10 Seoni/Gimry:
    Spoiler:
    Hourglass Card 10 Seoni/Gimry
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hourglass Card 11 Quinn/NathanDavis:
    Spoiler:
    Hourglass Card 11 Quinn/NathanDavis
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    Veteran
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.
    Hourglass Card 12 Mios/MauveAvenger:
    Spoiler:
    Hourglass Card 12 Mios/MauveAvenger
    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 13 Sajan/Hawkmoon:
    Spoiler:
    Hourglass Card 13 Sajan/Hawkmoon
    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 14 Mavaro/Bigguyinblack:
    Spoiler:
    Hourglass Card 14 Mavaro/Bigguyinblack
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    Veteran
    When this is the hour: On your check to close or to guard, add 1d4.
    To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Hourglass Card 15 Thargrap/AbrahamZ.:
    Spoiler:
    Hourglass Card 15 Thargrap/AbrahamZ.
    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.
    Hourglass Card 16 Seoni/Gimry:
    Spoiler:
    Hourglass Card 16 Seoni/Gimry
    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 17 Quinn/NathanDavis:
    Spoiler:
    Hourglass Card 17 Quinn/NathanDavis
    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 18 Mios/MauveAvenger:
    Spoiler:
    Hourglass Card 18 Mios/MauveAvenger
    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.
    Hourglass Card 19 Sajan/Hawkmoon:
    Spoiler:
    Hourglass Card 19 Sajan/Hawkmoon
    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 Mavaro/Bigguyinblack:
    Spoiler:
    Hourglass Card 20 Mavaro/Bigguyinblack
    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 21 Thargrap/AbrahamZ.:
    Spoiler:
    Hourglass Card 21 Thargrap/AbrahamZ.
    The Trumpet
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: Ignore cards' before acting powers.
    To Acquire:
    Constitution
    Divine 4+#
    On a local check, bury to bless twice.
    Discard to explore.
    Hourglass Card 22 Seoni/Gimry:
    Spoiler:
    Hourglass Card 22 Seoni/Gimry
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    Veteran
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 23 Quinn/NathanDavis:
    Spoiler:
    Hourglass Card 23 Quinn/NathanDavis
    The Locksmith
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
    To Acquire:
    Dexterity
    Disable 4+#
    On any check, discard to bless.
    On any Acrobatics or Disable check, discard to bless twice.
    Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
    Hourglass Card 24 Mios/MauveAvenger:
    Spoiler:
    Hourglass Card 24 Mios/MauveAvenger
    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 Sajan/Hawkmoon:
    Spoiler:
    Hourglass Card 25 Sajan/Hawkmoon
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    Veteran
    When this is the hour: On your check against an Outsider card, add 1d4.
    To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Hourglass Card 26 Mavaro/Bigguyinblack:
    Spoiler:
    Hourglass Card 26 Mavaro/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 27 Thargrap/AbrahamZ.:
    Spoiler:
    Hourglass Card 27 Thargrap/AbrahamZ.
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    Veteran
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Hourglass Card 28 Seoni/Gimry:
    Spoiler:
    Hourglass Card 28 Seoni/Gimry
    Lady Luck
    Core
    Blessing 3
    Traits:
    Deity: Desna
    Divine
    When this is the hour: When you play a blessing, you may give a card to any character.
    To Acquire:
    Wisdom
    Divine
    Perception 8
    On any check, freely discard to reroll.
    Discard to move, then explore.

    Location #0: Base
    Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    * Draw a card.
    * Heal a card.
    * Recharge any number of cards.
    * Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 6
    Located/Displayed Here: None

    Base Card 1:
    Ketrik
    YoRR
    Supporter 2
    Traits:
    Human
    Fighter
    Veteran
    Display. While displayed:
    • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
    • [] You may bury to draw 3 new armors, then banish 2 of them.
    If we move now, we might be able to get to them before their army can get to us.
    Base Card 2:
    Pathfinder Chronicler
    YoRR
    Supporter 0
    Traits:
    Human
    Bard
    Display. While displayed:
    • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
    • [] You may bury to examine the top 3 cards of any location.
    Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...?
    Base Card 3:
    Moise
    YoRR
    Supporter 2
    Traits:
    Human
    Hunter
    Display. While displayed:
    • You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
    • [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
    The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help.
    Base Card 4:
    Boors
    YoRR
    Supporter 2
    Traits:
    Human
    Ranger
    Display. While displayed:
    • You may bury to examine the top card of up to 3 locations.
    • [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.
    Look out there. Give your eyes some time to adjust and look at the horizon.
    Base Card 5:
    Pathfinder Bodyguard
    YoRR
    Supporter 0
    Traits:
    Human
    Fighter
    Display. While displayed:
    • When a local character suffers damage, you may bury to reduce it to 0.
    • [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
    Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned.
    Base Card 6:
    Jayna Lemore
    YoRR
    Supporter 3
    Traits:
    Human
    Paladin
    Display. While displayed:
    • On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
    • [] You may bury to allow a local character to ignore a card’s before or after acting power.
    Please, before it’s too late, ride with me and let us save the fortress.

    Location #1: Bank Of Abadar
    Sacred
    Urban
    At This Location: When you acquire a boon, bury a card.
    When Closing: Bury an item.
    When Permanently Closed: No effect.
    M: 0 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 2 Bl: 1 ?: 2
    Located/Displayed Here: Mios/MauveAvenger, None
    Bank Of Abadar Card 1 (Vampiric Touch):
    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.

    Bank Of Abadar Card 2:
    Henchman Proxy A6
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Bank Of Abadar Card 3:
    Enhance
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Magic
    Veteran
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    Freely display next to a local character and choose a skill. While displayed:
    * On their checks using that skill, add 1+#.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
    Bank Of Abadar Card 4:
    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.
    Bank Of Abadar Card 5:
    White War Paint
    CotCT
    Item 2
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Divine 5
    Display. While displayed:
    * On your checks against Undead banes, add 1d8.
    * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
    Bank Of Abadar Card 6:
    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.
    Bank Of Abadar Card 7:
    Burning Tar
    Core
    Barrier 0
    Traits:
    Fire
    Obstacle
    Veteran
    To Defeat:
    Dexterity
    Acrobatics 6+#
    OR Constitution
    Craft
    Fortitude 7+#
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
    Bank Of Abadar Card 8:
    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.
    Bank Of Abadar Card 9:
    Henchman Proxy B8
    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.
    Bank Of Abadar Card 10:
    Obsession of Servitude
    CotCT
    Barrier 5
    Traits:
    Curse
    Task
    To Defeat:
    Intelligence
    Perception 13
    OR Wisdom 11
    If undefeated, display this barrier.
    While displayed:
    * At the start of your turn, move to a random location.
    * Evade boons you encounter.
    * You may not play boons except during encounters with banes.
    * When a power would remove 1 of your scourges, you may instead banish this barrier.
    Bank Of Abadar Card 11:
    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.
    Bank Of Abadar Card 12:
    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.

    Location #2: Farm
    Urban
    Wild
    At This Location: On your check that invokes the Animal or Plant trait, or when you play any number of Animal or Plant cards on a check, add 1d6.
    When Closing: Succeed at a Craft, Diplomacy, or Survival 4+# check.
    When Permanently Closed: You may draw a new Animal ally.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 2
    Located/Displayed Here: None
    Farm Card 1:
    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.
    Farm Card 2:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Farm Card 3:
    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.
    Farm Card 4:
    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.
    Farm Card 5:
    Henchman Proxy B3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Farm Card 6:
    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.
    Farm 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.
    Farm Card 8:
    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.
    Farm Card 9:
    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.
    Farm Card 10:
    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.
    Farm Card 11:
    Traitor
    CotCT
    Monster 1
    Traits:
    Human
    Spy
    Veteran
    To Defeat:
    Combat 9+##
    Before acting, discard a random ally; the difficulty is increased by its level.
    Farm Card 12:
    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.

    Location #3: Manor
    Urban
    At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Search your deck for a card and draw it.
    M: 0 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: Thargrap/AbrahamZ., Seoni/Gimry, Quinn/NathanDavis, None
    Manor Card 1 (Assassination Squad):
    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.
    Manor Card 2:
    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.
    Manor Card 3:
    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.

    Manor Card 4:
    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.
    Manor Card 5:
    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.
    Manor Card 6:
    Korvosan House Drake
    CotCT
    Ally 2
    Traits:
    Dragon
    To Acquire:
    Wisdom
    Arcane
    Survival 9
    On a local combat check, recharge to add 1d6 and the Mental trait.
    Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.
    Manor Card 7:
    Henchman Proxy A5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Manor Card 8:
    Henchman Proxy B7
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Manor Card 9:
    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.

    Manor Card 10:
    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.
    Manor Card 11:
    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.

    Location #4: Plaza
    Urban
    At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: Mavaro/Bigguyinblack, None
    Plaza Card 1:
    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.
    Plaza Card 2:
    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.
    Plaza Card 3:
    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.
    Plaza Card 4:
    Jasan Adriel
    CotCT
    Ally 4
    Traits:
    Human
    Spy
    To Acquire:
    Charisma
    Diplomacy 11
    OR Knowledge 10
    On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.
    This exploration, when you would encounter a story bane, another local character may encounter it instead.
    Plaza Card 5:
    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.
    Plaza Card 6:
    Henchman Proxy A8
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Plaza Card 7:
    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.
    Plaza Card 8:
    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.
    Plaza Card 9:
    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.

    Plaza Card 10:
    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.
    Plaza Card 11:
    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.
    Plaza Card 12:
    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 #5: Den Of Iniquity
    Urban
    At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
    When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
    When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: Sajan/Hawkmoon, None
    Den Of Iniquity Card 1 (Grounded Studded Leather):
    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.
    Den Of Iniquity Card 2:
    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.
    Den Of Iniquity Card 3:
    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.
    Den Of Iniquity Card 4:
    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.
    Den Of Iniquity Card 5:
    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.
    Den Of Iniquity Card 6:
    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.

    Den Of Iniquity Card 7:
    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.
    Den Of Iniquity Card 8:
    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.
    Den Of Iniquity Card 9:
    Henchman Proxy B1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Den Of Iniquity Card 10:
    Warning Bells
    CotCT
    Barrier 5
    Traits:
    Curse
    Trigger
    To Defeat:
    Constitution
    Fortitude 13
    OR Intelligence
    Perception 15
    When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
    If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.
    Den Of Iniquity Card 11:
    Henchman Proxy A4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #6: Academy
    Urban
    At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: On closing, each local character may heal a spell.
    M: 2 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 2
    Located/Displayed Here: None
    Academy Card 1:
    Forbiddance
    CotCT
    Barrier 5
    Traits:
    Curse
    Trap
    To Defeat:
    Wisdom 13
    OR Arcane
    Divine 15
    If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When you would explore, move to a random other location and explore it instead.
    * When this location is closed, banish this barrier.
    Academy Card 2:
    Henchman Proxy B6
    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.
    Academy Card 3:
    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.

    Academy Card 4:
    Firepelt Cougar
    CotCT
    Ally 4
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 12
    On a local combat check, reload to add 1d6.
    Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
    Academy Card 5:
    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.
    Academy Card 6:
    Ash Giant Zombie
    CotCT
    Monster 5
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 24
    Immune to Cold, Electricity, Force, Mental, and Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
    Academy Card 7:
    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.
    Academy Card 8:
    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.
    Academy Card 9:
    Dire Crocodile
    CotCT
    Monster 2
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 15
    Vulnerable to Cold.
    If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.
    Academy Card 10:
    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.
    Academy Card 11:
    Mistform
    CotCT
    Spell 3
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 10
    When you encounter a non- Incorporeal monster, banish to evade it.
    On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.

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

    Academy Card 12:
    Henchman Proxy A7
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #7: Hospice
    Urban
    At This Location: If you do not explore on your turn, you may either heal 1d4+1 cards or remove 1 of your scourges.
    When Closing: Summon and defeat the story bane Queen's Physician.
    When Permanently Closed: Remove 1 of your scourges.
    M: 0 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 1 Al: 3 Bl: 2 ?: 2
    Located/Displayed Here: None
    Hospice Card 1:
    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.
    Hospice Card 2:
    Henchman Proxy B4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    Hospice Card 3:
    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.
    Hospice Card 4:
    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.
    Hospice Card 5:
    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.

    Hospice Card 6:
    Foes On All Sides
    CotCT
    Barrier 2
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
    Hospice Card 7:
    The Teamster
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: After your first exploration of your turn, you may discard a card to explore.
    To Acquire:
    Constitution
    Diplomacy 4+#
    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.
    Hospice Card 8:
    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.
    Hospice Card 9:
    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.
    Hospice Card 10:
    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.
    Hospice Card 11:
    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.

    Hospice Card 12:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #8: Shop
    Urban
    At This Location: When you fail to acquire a boon, you may shuffle it into the location.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
    M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here: None
    Shop Card 1:
    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.
    Shop Card 2:
    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.
    Shop Card 3:
    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.
    Shop Card 4:
    The Publican
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would discard an ally, recharge it instead.
    To Acquire:
    Wisdom
    Diplomacy 4+#
    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
    Shop Card 5:
    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.
    Shop Card 6:
    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+#.
    Shop Card 7:
    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.

    Shop Card 8:
    Ambush
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    Trigger
    To Defeat:
    Wisdom
    Perception
    Stealth 8+#
    When examined, encounter this barrier; on the check to defeat, add 1d4.
    If undefeated, banish this barrier, then a random local character summons and encounters a monster.
    That monster cannot be evaded; subtract 1 from each die rolled against it.
    Shop Card 9:
    Henchman Proxy B5
    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.
    Shop Card 10:
    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.
    Shop Card 11:
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Shop Card 12:
    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.

    Location #9: 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: 1 Al: 0 Bl: 3 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box 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.
    Cards Not In the Box Card 2:
    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.
    Cards Not In the Box Card 3:
    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.
    Cards Not In the Box Card 4:
    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.


    Turn Order: Mavaro, Thargrap, Seoni, Quinn, Mios, Sajan

    Out of Turn Updates:

    Turn: Turn 2 - Incitation

    Incitation:
    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.

    Hour Power: No effect

    SOT: N/a

    Move: Move to Academy

    Explore: Forbiddance

    Forbiddance:
    Forbiddance
    CotCT
    Barrier 5
    Traits:
    Curse
    Trap
    To Defeat:
    Wisdom 13
    OR Arcane
    Divine 15
    If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When you would explore, move to a random other location and explore it instead.
    * When this location is closed, banish this barrier.

    Ask Sajan for Blessing of Milani to Bless check twice.

    Wisdom 13: 3d8 ⇒ (6, 1, 3) = 10

    Use Paizo reroll on the 1

    Wisdom 13: 6 + 1d8 + 3 ⇒ 6 + (7) + 3 = 16

    Defeated. Location power: can explore if first exploration was not a Spell. So will explore again.

    Explore 2: Henchman Proxy B6

    Rioting Mob:
    Rioting Mob

    Story Bane
    Type: Barrier
    Traits: Skirmish Veteran
    To Defeat: Charisma Diplomacy 6+#
    If undefeated, each character summons and encounters the story bane Thug.

    Ask Sajan for The Publican to Bless check twice.

    Charisma 6+4+1=11: 3d8 ⇒ (2, 6, 5) = 13

    Defeated. Discard Korvosan Guard to explore again.

    Explore 3: Dragon's Breath

    Dragon's Breath:
    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.

    Intelligence 11: 1d10 + 1 ⇒ (10) + 1 = 11

    Was prepared to fail but acquired!

    End Turn: Reset Hand

    Recovery: N/a

    Board Status
    Most Recent BR Refresh
    Allies Displayed: 2

    Notes for Sajan: Used Blessings of Milani and The Publican

    Base 1-6 remain
    Bank Of Abadar 1-12 remain // 1=Vampiric Touch
    Farm 1-12 remain
    Seoni, Quinn, Thargrap - Manor 1-11 remain // 1=Assassination Squad
    Mavaro - Plaza 1-12 remain
    Sajan - Den Of Iniquity 1-11 remain // 1=Grounded Studded Leather
    Mios - Academy 4-12 remain
    Hospice 1-12 remain
    Shop 1-12 remain

    Mios wrote:

    Hand: Deconstructor, Dragon's Breath, Staff of Minor Healing, Hellknight of the Veil, Gorum's Iron,

    Displayed: Lantern Implement,
    Deck: 10 Discard: 1 Buried: 3
    Current Location: Academy
    Hero Points: 1
    4! Reroll: USED
    NOTES:
    Available Support: Local check vs Monster: Mios can attempt a DC 6+level Knowledge check (please bot). If vulnerable to trait, add trait. If not, add 2 to combat checks.

    Lantern Implement (displayed): +1d4 vs Knowledge/Perception

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): War Drum, Blessing of Wadjet, Helm of the Valkyrie (Core), Compass, Horn of Battle Clarity, Blessing of Abadar, Sacred Candle, Spiked Breastplate, Pharamsa's Knowing (Loot), Vicious Scythe
    Recharged:
    Discard Pile: Korvosan Guard,
    Buried Pile: Crowbar, Wounding Spear-Axe, The Plaguebringer's Mask,

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

    Favored Card: Item
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
    Proficiencies:
    Armors Weapon
    POWERS:
    Add 1d4 (▢+2 ) to your check that invokes the Animal or Lycanthrope (☑ or Demon or Undead) trait.
    When you (☑ or a local character) encounter a monster, you may attempt a Knowledge check with a difficulty equal to 8 (☑ 6) plus the monster’s level. If successful and the monster is Vulnerable to a trait, combat checks against the monster gain that trait until the end of the encounter; if it is not, add 2 to combat checks against it until the end of the encounter.
    At the end of your turn, you may recharge a card to draw an item (▢ or weapon) from your discard pile.
    ☑ While you have the loot item Lantern Implement displayed, before you encounter a non-story bane monster with a level lower than the scenario’s level, you may bury (▢ or discard) a card to banish it and draw a new monster (▢ or barrier), then encounter it, (▢ adding your Perception bonus to checks to defeat it during the encounter).

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