[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 6-5A: Searching for Clues LEGENDARY


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Deck Handler // Searching for: Item 5 > Weapon 5 > Armor 5

Off turn. Reveal Burglar's Buckler twice to reduce combat damage to 0. Discard Lady of Valor
Elixir of Healing from Sajan: 1d4 + 1 ⇒ (3) + 1 = 4 All healed up

Hour of The Lost

Start of turn, kit swap: Exchange Wayfinder with Horrorbane Heavy Pick
Start of turn, examine Pathfinder Bodyguard.


Recharge/Discard (from the hour) Wayfinder to move to Oubliette (take Besieged Damage that is reduced to 0 by Burglar's Buckler), then examine:
Djinn
Keen Spiked Chain

Banish Balmberry to recovery to remove Drained, and heal Poisoned from Mios

Free explore and encounter Djinn
Create Mindscape

Knowledge 12: 1d10 + 4 + 1d4 ⇒ (10) + 4 + (1) = 15 Acquired!

Discard Djinn to examine and encounter Keen Spiked Chain
Devise a Strategem: Reload Blackjack's Gear. Create Mindscape

Acrobatics Knowledge 15: 1d10 + 4 + 1d4 ⇒ (7) + 4 + (3) = 14
Discard Blessing of the Savored Sting
Acrobatics Knowledge 15: 1d10 + 4 + 1d4 + 2d10 ⇒ (6) + 4 + (4) + (1, 3) = 18 Acquired!

Then as still part of the Djinn discard, explore and encounter Blackjack's Daggers
Devise a Strategem: Reload Blackjack's Rapier. Create Mindscape

Stealth Knowledge 11: 1d10 + 4 + 1d4 ⇒ (3) + 4 + (4) = 11 Acquired! Familiar weapons in his hands


Follow a Lead: Examine Sayona
Quick Tincture: Automatically Recharge Balmberry

Quinn wrote:
Hand: Keen Spiked Chain, Blackjack's Daggers (aq), Burglar's Buckler, Blackjack's Rapier, Blackjack's Gear, Blackjack's Daggers, Ambrosia,

After the start of Mios' turn, banish Ambrosia to Recovery to remove both Poisoned and Drained from Sioni then heal her the 2 in her discard

The lower levels of the estate are worse than what came before. He finds Seoni and Mios both brought low by some foul mold, pale and glassy-eyed. He doses them both with what he has on hand and waits until the color comes back into their faces.

The oubliette at the far end of the passage is where things get interesting. A djinn, bound into some kind of contract by the rakshasas, coiled through the room like it owned the place. Quinn talked to it. More accurately, Quinn talked *at* it — laying out angles and implications until the creature saw that cooperation was the smarter play. It pointed him toward a spiked chain, well-balanced and wicked, and a set of blades that felt like they'd been made for the Blackjack specifically. He's carrying everything Blackjack needs now. That's not nothing.

Quinn wrote:

Hand: Keen Spiked Chain, Blackjack's Daggers (aq), Blackjack's Rapier, Blackjack's Daggers, Burglar's Buckler, Blackjack's Gear,

Displayed:
Current Location: Oubliette
Kit: Forensic Physician, Horrorbane Heavy Pick, Gem of Mental Acuity,
Deck: 14 Discard: 3 Buried: 0
NOTES:
Available Support: Elementary: Reload Blackjack's Daggers, Gear, Rapier or Bury Item to add 1d8+5 to local check against a barrier.

Blessings Available

Movement: Move to: Dungeons, Caves, Spider Nest
Other: Product Reroll: Unused
Hero Point: 2

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Carnival, Lady of Valor, Twitch Tonic, Valet, Dryad Sandals, Shozoku of the Night Wind, Double Chicken Saber +1, Shy Ratani, Master Cartman
Recharged: Embalming Fluid, Blessing of the Sages, Elixir of Focus, Balmberry, Ambrosia,
Discard Pile: Wayfinder, Djinn , Blessing of the Savored Sting,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Acrobatics: Dexterity +3
Stealth: Dexterity +3
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 +3

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Weapon
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
3 Evidence displayed
Create Mindscape - Oubliette

Notes for Sajan: Suffer 1 Ranged Combat damage. Suffer 1 Ranged Combat damage.

Notes for Seoni: Remove both Drained and Poisoned, then heal the 2 in discard.

Notes for Mios: Suffer 1 Ranged Combat damage
Suffers Drained and Poisoned
Then remove both Drained and Poisoned

Base 1-6 remain
Sajan, Mavaro - Spider Nest 1-10 remain
Caves 1-10 remain // 1. Orc Rager
Pits 1-10 remain
Dungeons 1-10 remain
Seoni, Mios, Quinn - Oubliette 1-6 remain // 1=Sayona


During This Adventure:

Spoiler:

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

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

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

The vault should contain all level 0, 1, 2, 3, 4 and 5 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, 1, and 2 non-Veteran, non-blessing boons.



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

Harrow Suit: Crowns

During This Scenario: Setup: Before building the locations, search the vault for the monster Kazavon’s Iron Golem and set it aside. After building the locations, reload it into the Office.

All characters start at the Office.

During This Scenario: At the start of your turn, examine the top card of your location. If it is a bane, encounter it and you may not evade your encounter. If it is a boon, you may recharge it into its location.

Characters may not move from the Office until it is closed, then must all move to the Twisting Passages.

Legendary:
Increase # for banes and the vault's bane level by 1.
Wildcards
Besieged: After you move, suffer 1 Ranged Combat damage. Physical traps seem to guard every hidden area.
Harrow of Crowns: The difficulty of checks against summoned banes is increased by 4. Wicked surprises lurk around every corner.
Harrow of Shields: When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards. Even with Lupescinov dispatched, you need to be ready for anything.

Additional Rules: Story Banes

Danger: Each time you encounter the danger, randomly choose a new barrier.
Villain: None
Henchmen (Closing): Evidence-Proxy A

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.

Monstrous Spider:

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

Scenario Level (#): 5

Turn: 7, Mios/MauveAvenger

Random Cards:

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

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

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

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

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

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

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

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

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

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

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

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

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

Spells
Spoiler:
Clairvoyance
Core
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Banish to examine the top 3 cards of any location; return them in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

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

Spoiler:
Enhance
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

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

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


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

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

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

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

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

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

Spoiler:
Whisper of the First Lie
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 14
On a local Diplomacy check, freely recharge to add your Diplomacy.
On a local Diplomacy check, freely discard to reroll any number of dice.
When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead.

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

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

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

Spoiler:
Risibeth
CotCT
Ally 5
Traits:
Sayona
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury An Ally 0
Display. While displayed:
* On local combat and Charisma checks, you may reroll a die.
* At the end of the turn, bury.
Banish to explore.

DURING RECOVERY
You may discard the bottom card of your deck to reload this card.


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

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


Blessings
Spoiler:
The Locksmith
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
To Acquire:
Dexterity
Disable 4+#
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.

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

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

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

Spoiler:
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.

Hour Power: When you fail to acquire a boon, you may shuffle it and a new monster into its location.

Current Hour:

Grandmother Nightmare:
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.

Hours Remaining: 23

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Sajan/Hawkmoon:
Spoiler:
Hourglass Card 1 Sajan/Hawkmoon
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 2 Mavaro/Bigguyinblack:
Spoiler:
Hourglass Card 2 Mavaro/Bigguyinblack
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Hourglass Card 3 Seoni/Gimry:
Spoiler:
Hourglass Card 3 Seoni/Gimry
Achaekek's Claws
CotCT
Blessing 4
Traits:
Deity: Achaekek
Divine
When this is the hour: Before acting against a story bane monster, draw 1 card then discard 1 card.
To Acquire:
Intelligence
Craft 8
On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.
Hourglass Card 4 Quinn/NathanDavis:
Spoiler:
Hourglass Card 4 Quinn/NathanDavis
The Prince of Pain
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Hourglass Card 5 Mios/MauveAvenger:
Spoiler:
Hourglass Card 5 Mios/MauveAvenger
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Hourglass Card 6 Sajan/Hawkmoon:
Spoiler:
Hourglass Card 6 Sajan/Hawkmoon
The Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Hourglass Card 7 Mavaro/Bigguyinblack:
Spoiler:
Hourglass Card 7 Mavaro/Bigguyinblack
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
Veteran
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Hourglass Card 8 Seoni/Gimry:
Spoiler:
Hourglass Card 8 Seoni/Gimry
The Courtesan
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Hourglass Card 9 Quinn/NathanDavis:
Spoiler:
Hourglass Card 9 Quinn/NathanDavis
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Hourglass Card 10 Mios/MauveAvenger:
Spoiler:
Hourglass Card 10 Mios/MauveAvenger
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Hourglass Card 11 Sajan/Hawkmoon:
Spoiler:
Hourglass Card 11 Sajan/Hawkmoon
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hourglass Card 12 Mavaro/Bigguyinblack:
Spoiler:
Hourglass Card 12 Mavaro/Bigguyinblack
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hourglass Card 13 Seoni/Gimry:
Spoiler:
Hourglass Card 13 Seoni/Gimry
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 Quinn/NathanDavis:
Spoiler:
Hourglass Card 14 Quinn/NathanDavis
The Liar
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Hourglass Card 15 Mios/MauveAvenger:
Spoiler:
Hourglass Card 15 Mios/MauveAvenger
The Peacock
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Hourglass Card 16 Sajan/Hawkmoon:
Spoiler:
Hourglass Card 16 Sajan/Hawkmoon
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
Veteran
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Hourglass Card 17 Mavaro/Bigguyinblack:
Spoiler:
Hourglass Card 17 Mavaro/Bigguyinblack
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 18 Seoni/Gimry:
Spoiler:
Hourglass Card 18 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 19 Quinn/NathanDavis:
Spoiler:
Hourglass Card 19 Quinn/NathanDavis
The Mute Hag
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell.
To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
Hourglass Card 20 Mios/MauveAvenger:
Spoiler:
Hourglass Card 20 Mios/MauveAvenger
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Hourglass Card 21 Sajan/Hawkmoon:
Spoiler:
Hourglass Card 21 Sajan/Hawkmoon
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 22 Mavaro/Bigguyinblack:
Spoiler:
Hourglass Card 22 Mavaro/Bigguyinblack
Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hourglass Card 23 Seoni/Gimry:
Spoiler:
Hourglass Card 23 Seoni/Gimry
The Lady of Mysteries
Core
Blessing 3
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless.
On a check against an Undead bane, recharge to bless.
Discard to draw 3 cards, then recharge 3 cards, then you may explore.

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: Quinn/NathanDavis, None

Base Card 1 (Pathfinder Bodyguard):
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 2:
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.
Base Card 3:
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 4:
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 5:
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 6:
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.

Location #2: Spider Nest
Underground
Wild
At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
When Closing: Summon and defeat the story bane Monstrous Spider.
When Permanently Closed: No effect.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Sajan/Hawkmoon, Mavaro/Bigguyinblack, None
Spider Nest Card 1:
Sczarni Thief
CotCT
Monster 1
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Spider Nest Card 2:
Evoker
Core
Monster 1
Traits:
Halfling
Wizard
Veteran
To Defeat:
Combat 10+##
OR Intelligence
Arcane 7+#
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Spider Nest Card 3:
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.
Spider Nest Card 4:
Aerilaya
CotCT
Ally 5
Traits:
Banshee
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Weapon 0
Display. While displayed:
* On local combat or Constitution checks, add 1d6.
* At the end of the turn, banish.
Bury to explore; you may bury a weapon to reload instead.
Spider Nest Card 5:
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.
Spider Nest Card 6:
Giant Anaconda
CotCT
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
Vulnerable to Cold.
If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.
Spider Nest Card 7:
Fury Devil
CotCT
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
If undefeated, each local character suffers 1d4 Force damage.
Spider Nest Card 8:
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.
Spider Nest Card 9:
Rajambari
CotCT
Monster 3
Traits:
Skeleton
Undead
To Defeat:
Combat 17
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.
Spider Nest Card 10:
Wand of Enervation
Core
Item 3
Traits:
Magic
Wand
To Acquire:
Intelligence
Arcane 10
On any combat check, bury or banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.

Location #4: Caves
Underground
Wild
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Caves Card 1 (Orc Rager):
Orc Rager
CotCT
Monster 2
Traits:
Barbarian
Orc
Veteran
To Defeat:
Combat 10+##
Before acting, suffer 1d4 Combat damage.
Caves Card 2:
Madness Mist Trap
CotCT
Barrier 3
Traits:
Cache
Lock
Magic
Trap
To Defeat:
Disable 8
OR Fortitude 10
If defeated, draw a new spell or item.
If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.
Caves Card 3:
Lion's Helm
Core
Armor 3
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.
Caves 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.
Caves Card 5:
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.
Caves Card 6:
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.
Caves Card 7:
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.
Caves Card 8:
Xenarth
CotCT
Monster 4
Traits:
Demon
Outsider
To Defeat:
Combat 24
Immune to Electricity and Poison.
Before acting, each local character suffers 2 Acid Damage.
If undefeated, suffer the scourge Poisoned.
Caves Card 9:
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.

Caves Card 10:
Azer
Core
Monster 1
Traits:
Elemental
Fire
Outsider
Veteran
To Defeat:
Combat 11+##
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.

Location #5: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Pits Card 1:
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.
Pits Card 2:
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.
Pits Card 3:
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.
Pits Card 4:
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.
Pits Card 5:
Safe Haven
CotCT
Spell 4
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 13
Display to move yourself together with any number of local characters, ignoring any movement restrictions.
You may not use this power during an encounter. While displayed:
* At the end of your turn, banish, and any number of local characters may move together.

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

Pits Card 6:
Angelic Armor
CotCT
Armor 5
Traits:
Heavy Armor
Loot
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
Pits Card 7:
Ancient Black Dragon
CotCT
Monster 6
Traits:
Acid
Dragon
To Defeat:
Combat 28
OR Diplomacy 18
Immune to Acid. All damage is Acid.
Before acting, each local character must succeed at a Dexterity or Acrobatics 11 check or suffer 1d4 damage and the scourge Wounded.
Pits Card 8:
Banudor
CotCT
Weapon 5
Traits:
Bludgeoning
Fire
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.
Pits Card 9:
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.
Pits Card 10:
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.

Location #6: Dungeons
Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Dungeons Card 1:
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.
Dungeons Card 2:
The Hidden Truth
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
To Acquire:
Intelligence
Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
Dungeons Card 3:
Firepelt Cougar
CotCT
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local combat check, reload to add 1d6.
Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
Dungeons Card 4:
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.
Dungeons Card 5:
Roc
CotCT
Monster 4
Traits:
Animal
To Defeat:
Combat 19
If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.
Dungeons Card 6:
Manticore
Core
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 15
Before acting, a random character suffers 1d4+1 Ranged Combat damage.
If undefeated, each local character suffers 1 Ranged Combat damage.
Dungeons Card 7:
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.
Dungeons Card 8:
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.
Dungeons Card 9:
Wood Golem
Core
Monster 3
Traits:
Construct
Golem
To Defeat:
Combat 18
Immune to Attack, Cold, Mental, and Poison.
Vulnerable to Fire.
If the check to defeat has the Fire trait, ignore this monster's immunities.
Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.
Dungeons Card 10:
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.

Location #7: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Seoni/Gimry, Mios/MauveAvenger, None
Oubliette Card 1 (Sayona):
Sayona
CotCT
Monster 5
Traits:
Sayona
Undead
To Defeat:
Combat 21
Immune to Mental and Poison.
Resistant to Cold.
On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset.
Oubliette Card 2:
Garden Guardian
CotCT
Monster 3
Traits:
Outsider
Plant
To Defeat:
Combat 15
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.
Oubliette Card 3:
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Oubliette Card 4:
Ghast
Core
Monster 3
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
Oubliette Card 5:
Warband
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Oubliette Card 6:
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.


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

Out of Turn Updates: Suffer 1 Ranged Combat damage. Discard Horn of Battle Clarity as 1 damage. Suffer Drained and Poisoned then heal both Drained and Poisoned.

Turn: Turn 7 - Grandmother Nightmare

Grandmother Nightmare:
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.

Hour Power: When you fail to acquire a boon, you may shuffle it and a new monster into its location.

SOT: Scenario Power: examine top card of location. If it is a bane, encounter. If it is a boon, may recharge it. Examine Sayona.

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

Can attempt a Knowledge check. Lantern Implement adds 1d4 to Knowledge checks. Mios adds 1d4 against Undead.

Knowledge 6+5=11: 1d10 + 5 + 1d4 + 1d4 ⇒ (4) + 5 + (1) + (2) = 12

For combat, reveal and discard Vicious Scythe to do Melee+1d10+1+1d10+1. Add 1d4 vs Undead. Add 2 for successful Knowledge check.

Combat 21: 1d8 + 5 + 1d10 + 1 + 1d101 + 1d4 + 2 ⇒ (2) + 5 + (8) + 1 + (92) + (2) + 2 = 112

Move: Stay at Oubliette

Explore: Garden Guardian

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

Seoni must succeed at Constitution or Fortitude 7 check or suffer Poisoned.

Constitution 7: 1d8 ⇒ 8

Mios is not Poisoned.

Knowledge 6+3=9: 1d10 + 4 + 1d4 ⇒ (5) + 4 + (2) = 11

For combat, reveal Thundering Earthbreaker to do Melee+1d12+2

Combat 15: 1d8 + 5 + 1d12 + 2 + 2 ⇒ (5) + 5 + (9) + 2 + 2 = 23

End Turn: Reset Hand.

Recovery: N/a

Board Status
3 Evidence displayed
Create Mindscape - Oubliette

Notes for Sajan: Suffer 1 Ranged Combat damage. Suffer 1 Ranged Combat damage.

Notes for Seoni: Remove both Drained and Poisoned, then heal the 2 in discard.
Must do Con/Fort 7 or become Poisoned

Quinn - Base 1-6 remain // 1=Pathfinder Bodyguard
Sajan, Mavaro - Spider Nest 1-10 remain
Caves 1-10 remain // 1. Orc Rager
Pits 1-10 remain
Dungeons 1-10 remain
Seoni, Mios - Oubliette 3-6 remain

Mios wrote:

Hand: Thundering Earthbreaker, Bearskin Armor, Compass, Sacred Candle, Sklar-quah Thundercaller, Gorum's Iron,

Displayed: Lantern Implement,
Deck: 8 Discard: 4 Buried: 0
Current Location: Oubliette
Hero Points: 2
4B 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

Horn of Battle Clarity: recharge to add 1d4 to local combat

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Wounding Spear-Axe, Blessing of Wadjet, Helm of the Valkyrie (Core), The Plaguebringer's Mask, Crowbar, Staff of Minor Healing, Forensic Physician
Recharged: Hellknight of the Nail,
Discard Pile: Blessing of Abadar, War Drum, Horn of Battle Clarity, Vicious Scythe,
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).


OFF-TURN ACTIONS:
On Quinn's turn, remove Drained and Poisoned and Heal 2(All cards in discard)

On Mios' turn use Fire Snake for Fort which makes the Fort 7 an Auto. 1d12+6

End of Mios turn.
Auto Shuffle all spells (Fire Snake) in Recovery into her deck

"

Seoni wrote:

Hand: Ice and Fire, Channel the Gift, Cleric of Nethys, Chronicler,

Displayed: Create Mindscape,
Deck: 14 Discard: 0 Buried: 0
Current Location: Oubliette
Hero Points: 1
NOTES:
Other: Paizo reroll status: Available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Spellbound (3), Embiggen, Good Omen, Vampire Bat, Blessing of the Spellbound, Fly, Binder's Tome, Wand of Flying, Volcanic Storm, Blessing of the Spellbound (2), Spell Dagger, Fire Snake, Incanter, Gem of Mental Acuity
Recharged:
Discard Pile:
Buried Pile:

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 (☑ or an Arcane item) , you automatically succeed. (☑ You may instead shuffle it into your deck.)
☑ When you suffer Acid or Cold damage, reduce it by 1

"


Deck Handler // Searching for: Item 5 > Weapon 5 > Armor 5

I mistakenly didn't update my location on the table. I also get to do the Poison check. I autofail it

Quinn wrote:

Hand: Keen Spiked Chain, Blackjack's Daggers (aq), Blackjack's Rapier, Blackjack's Daggers, Burglar's Buckler, Blackjack's Gear,

Displayed:
Current Location: Oubliette
Kit: Forensic Physician, Horrorbane Heavy Pick, Gem of Mental Acuity,
Quinn has the following scourges marked:
Poisoned:
While Marked:
After you reset, recharge a random card.

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


Deck: 14 Discard: 3 Buried: 0
NOTES:
Available Support: Elementary: Reload Blackjack's Daggers, Gear, Rapier or Bury Item to add 1d8+5 to local check against a barrier.

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

Movement: Move to: Dungeons, Caves, Spider Nest
Other: Product Reroll: Unused
Hero Point: 2

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Shozoku of the Night Wind, Double Chicken Saber +1, Embalming Fluid, Blessing of the Sages, Shy Ratani, The Carnival, Lady of Valor, Master Cartman, Elixir of Focus, Valet, Twitch Tonic, Dryad Sandals
Recharged: Balmberry, Ambrosia,
Discard Pile: Wayfinder, Djinn , Blessing of the Savored Sting,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Acrobatics: Dexterity +3
Stealth: Dexterity +3
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 +3

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Weapon
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.


Character Sheet

Revision to end of my previous turn:

Played Elixir of Healing
Recovery...
Fortitude 6: 1d6 + 3 ⇒ (4) + 3 = 7
Recharged

Additional card drawn at end of my turn: Potion of Glibness

Off turn:
1 Ranged Combat damage: Discard Potion of Glibness

DURING THIS ADVENTURE PATH: Legendary: Increase # for banes and the vault's bane level by 1.
After you use the Base's power to recharge cards, you may move or shuffle your deck.
When you close a location and move to the Base, you may immediately explore it once.

DURING THIS ADVENTURE: Wildcards
Besieged: After you move, suffer 1 Ranged Combat damage.
Harrow of Crowns: The difficulty of checks against summoned banes is increased by 4.
Harrow of Shields: When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.

DURING THIS SCENARIO: At the start of your turn, examine the top card of your location. If it is a bane, encounter it and you may not evade your encounter. If it is a boon, you may recharge it into its location.
Characters may not move from the Office until it is closed, then must all move to the Twisting Passages.

TURN: 8
HOUR: Abadar's Law
WHEN THIS IS THE HOUR: On your check to close or to guard, add 1d4.

LOCATION: Spider Nest
AT THIS LOCATION: Monsters you encounter gain the Vermin trait and all their damage is Poison.

Start of turn...
Examine: Sczarni Thief
Encounter it
BA: Does not apply
Blessing of Dispater, Achaekek's Claws, Eries Yelloweyes
Combat 9+12=21: 1d10 + 3 + 2d10 + 1d10 + 1d6 ⇒ (4) + 3 + (6, 9) + (9) + (6) = 37
Success
Defeated

Only 1 card in hand, so not going to explore.

End my turn.

Sajan wrote:

HAND: Belt of Physical Might, Raccoon, Skoan-Quah Boneslayer, Blessing of Milani, The Publican

DISPLAYED:
Deck: 13 | Discards: 2 | Bury Pile: 0
Current Location: Spider Nest
Hero Points: 0
Accessory Reroll Status: 6-4C
NOTES:
Use anything I have as you think is best.
LOCATION PREFERENCE: Oubliette, Spider Nest, Dungeons, Pits, Caves, 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

Board Status

3 Evidence displayed
Create Mindscape - Oubliette

Base 1-6 remain // 1=Pathfinder Bodyguard
Sajan, Mavaro - Spider Nest 2-10 remain
Caves 1-10 remain // 1. Orc Rager
Pits 1-10 remain
Dungeons 1-10 remain
Seoni, Mios, Quinn - Oubliette 3-6 remain


deck handler

During Sajan's turn cast Channel the Gift for Spirit Surge. Reveal The Missing Eye to place Armor of the Sands on top of my deck.

Mavaro attempts to recover all cards in their Recovery pile.
Channel the Gift: Divine 14: 1d8 + 1d6 + 1d4 + 4 ⇒ (7) + (1) + (4) + 4 = 16 -> Channel the Gift recharged.

Nethys's Duality: On your check against a spell, add 1d4. Reveal Helpful Haversack (Core) + The Missing Eye to draw Armor of the Sands. Reveal The Missing Eye to place Embiggen on top of my deck.

Scenario effect examine Spider Nest card 2. Evoker. Encounter it.

Spider Nest Card 2: Evoker:

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

Display Spirit Surge to draw 3 cards: Embiggen, Harrow Deck (Core), and Channel the Gift.

damage type: 1d6 ⇒ 1 Acid. Me and Sajan both can ignore the 1 BYA Acid damage.

Arcane 7 +6 revealing The Missing Eye to place Fly on top of my deck. revealing a book to reveal Chronicler, revealing Spellbook, displaying Embiggen: 1d12 + 1d10 + 1d8 + 4 ⇒ (8) + (5) + (8) + 4 = 25

AYA Acid damage: 1d4 ⇒ 4

Reveal The Missing Eye to prevent 1. Discard Holy Javelin, Helpful Haversack (Core), and Blessing of the Master of Masters.

Move to Oubliette. Recharge Armor of the Sands to prevent 2 damage from Besieged + location effect.

Oubliette Card 3: The Betrayal:

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

Diplomacy 4 +5 revealing The Missing Eye to place Chronicler on top of my deck, reveal a book to reveal Chronicler #2, reveal Binder's Tome, aided by Create Mindscape, display Embiggen: 1d12 + 1d10 + 1d8 + 1d8 + 4 ⇒ (11) + (5) + (1) + (3) + 4 = 24

Send Harrow Deck (Core) to recovery to examine Oubliette cards 4. Ghast, 5. Warband Trigger, and 6. Henchman Proxy A2/Evidence trigger.

Warband trigger Stealth 7 +6 revealing The Missing Eye to place Dagger (Core) on top of my deck, revealing a book to reveal Chronicler, revealing Spellbook, aided by Create Mindscape, aided by Embiggen: 1d12 + 1d10 + 1d8 + 1d8 + 4 ⇒ (9) + (2) + (5) + (6) + 4 = 26

Oubliette Card 6: Henchman Proxy A2/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.

Knowledge 10 +6 revealing a book to reveal Chronicler, revealing Spellbook, aided by the examine, aided by Create Mindscape, aided by Embiggen: 1d12 + 1d10 + 1d8 + 1d12 + 1d8 + 4 ⇒ (11) + (3) + (8) + (10) + (3) + 4 = 39

Display Evidence next to location. Attempt to close location.

Fortitude 5 +5 revealing The Missing Eye to place Armor of the Sands on top of my deck, reveal a book to reveal Chronicler, reveal Spellbook, reveal The Missing Eye to add 1d6, aided by Create Mindscape, aided by Embiggen: 1d12 + 1d10 + 1d6 + 1d10 + 1d8 + 4 ⇒ (9) + (2) + (2) + (4) + (5) + 4 = 26

Location is closed. Move to Base. Reveal The Missing Eye for Besieged. At Base explore once for free. Draw 1. Pathfinder Bodyguard, 2. Jayna Lemore, 3. Boors, 4. Moise, 5. Pathfinder Chronicler. Keep and display Pathfinder Chronicler. Heal for 1. Cast Channel the Gift for Restorative Touch.

Restorative Touch on myself: 1d4 + 1 ⇒ (2) + 1 = 3

End turn. Send Spirit Surge to recovery revealing The Missing Eye for the 1 mental damage.

Mavaro ends their turn.

Mavaro attempts to recover all cards in their Recovery pile.
Harrow Deck (Core): Perception 12: 1d8 + 1d6 + 1d4 + 1d6 + 4 ⇒ (5) + (4) + (1) + (1) + 4 = 15 -> Harrow Deck (Core) recharged.
Channel the Gift: Divine 14: 1d8 + 1d6 + 1d4 + 1d4 + 4 ⇒ (1) + (3) + (2) + (4) + 4 = 14 -> Channel the Gift recharged.
Restorative Touch: Divine 10: 1d8 + 1d6 + 1d4 + 1d4 + 4 ⇒ (4) + (3) + (4) + (1) + 4 = 16 -> Restorative Touch recharged.
Spirit Surge: Divine 9: 1d8 + 1d6 + 1d4 + 1d4 + 4 ⇒ (3) + (1) + (1) + (4) + 4 = 13 -> Spirit Surge recharged.
Embiggen: Divine 10: 1d12 + 1d10 + 1d8 + 1d8 + 4 ⇒ (3) + (3) + (7) + (4) + 4 = 21 -> Embiggen recharged.

Mavaro resets their hand.

Mavaro wrote:

Hand: The Missing Eye, Spellbook, Binder's Tome, Chronicler (2), The Betrayal, Channel the Gift, Restorative Touch, Armor of the Sands,

Displayed: Pathfinder Chronicler,
Deck: 13 Discard: 1 Buried: 0
"Current Location: Base
Hero Points: 1"
"NOTES:
Available Support: Boons are available for use.
Folio reroll: Unused

Pathfinder Chronicler: • 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.

Binder's Tome: On a character at your location's combat or Charisma check, reveal this card to add 1d4 and the Mental trait.

Channel the Gift: Discard this card to allow a character at your location to search his deck for a spell and draw it.

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): The Theater, Holy Javelin, Spirit Surge, Blessing of the Spellbound, Korvosan Guard, Chronicler, Fly, Embiggen, Helpful Haversack (Core), Harrow Deck (Core), Dagger (Core), Blessing of the Sages, The Carnival
Recharged:
Discard Pile: Blessing of the Master of Masters,
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.

Board Status
4 Evidence displayed

Notes for Seoni: Create Mindscape goes to recovery.

Mavaro - Base 1-6 remain // 1=Pathfinder Bodyguard
Sajan - Spider Nest 2-10 remain
Caves 1-10 remain // 1. Orc Rager
Pits 1-10 remain
Dungeons 1-10 remain
Seoni, Mios, Quinn - Oubliette BANISHED - CLEAR OUT


OFF-TURN ACTIONS:
Move with Quinn to the Pits
Discard Chronicler for Move Damage
Auto Shuffle all spells (Create Mindscape) in Recovery into her deck

Turn Order: Seoni, Quinn, Mios, Sajan, Mavaro
========================
Seoni starts her turn.
Hour: Achaekek's Claws
Hour Power:Before acting against a story bane monster, draw 1 card then discard 1 card.
Location: Pits
Location Power:When you fail a check to acquire or defeat, suffer 1 Combat damage.
Adventure Powers:

  • After you use the Base's power to recharge cards, you may move or shuffle your deck.
  • When you close a location and move to the Base, you may immediately explore it once.
  • Harrow Suit: Crowns
    Scenario Powers:
  • At the start of your turn, examine the top card of your location. If it is a bane, encounter it and you may not evade your encounter. If it is a boon, you may recharge it into its location.
  • Characters may not move from the Office until it is closed, then must all move to the Twisting Passages.
    Legendary:
  • Increase # for banes and the vault's bane level by 1.
  • Besieged: After you move, suffer 1 Ranged Combat damage. Physical traps seem to guard every hidden area.
  • Harrow of Crowns: The difficulty of checks against summoned banes is increased by 4. Wicked surprises lurk around every corner.
  • Harrow of Shields: When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards. Even with Lupescinov dispatched, you need to be ready for anything.

    Channel the Gift for Fire Snake

    Scenario Power - Examine 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.

    Discard Cleric of Nethys for Fire Damage

    Red Mantis Assassin:

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

    Hour Power BYA - Draw 1 - Spellbound. Discard 1 - Fire Snake

    Auto fail BYA
    Difficulty: 1d6 ⇒ 2

    Combat 32(10+6+6+4+2+4): 1d12 + 6 + 2d8 + 3 + 1d12 ⇒ (3) + 6 + (1, 3) + 3 + (3) = 19

    Roll Details:

    Combat(Arcane) - 1d12+6
    Ice and Fire - 2d8+3
    Blessed - 1d12

    Take a bunch of combat damage, but hand is empty, and the Barrier is still defeated

    Hand is wiped, so I will just skip the rest of my turn. I've done enough damage to Mios and Quinn

    Seoni ends her turn.
    Auto Shuffle all spells (Channel the Gift, Ice and Fire) in Recovery into her deck
    Seoni resets her hand.

    "

    Seoni wrote:

    Hand: Create Mindscape, Ice and Fire, Embiggen, Fly, Volcanic Storm, Vampire Bat,

    Displayed:
    Deck: 10 Discard: 3 Buried: 0
    Current Location: Pits
    Hero Points: 1
    NOTES:
    Other: Paizo reroll status: Available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Spellbound, Gem of Mental Acuity, Binder's Tome, Incanter, Spell Dagger, Good Omen, Channel the Gift, Blessing of the Spellbound (3), Wand of Flying
    Recharged: Blessing of the Spellbound (2),
    Discard Pile: Chronicler, Cleric of Nethys, Fire Snake,
    Buried Pile:

    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 (☑ or an Arcane item) , you automatically succeed. (☑ You may instead shuffle it into your deck.)
    ☑ When you suffer Acid or Cold damage, reduce it by 1

    "

    Board Status
    4 Evidence displayed

    Notes for Quinn: Takes 1 fire Damage, encounters Red Mantis Assassin
    Notes for Mios: Takes 1 fire Damage, encounters Red Mantis Assassin
    Mavaro - Base 1-6 remain // 1=Pathfinder Bodyguard
    Sajan - Spider Nest 2-10 remain
    Caves 1-10 remain // 1. Orc Rager
    Seoni, Mios, Quinn - Pits 2-10 remain
    Dungeons 1-10 remain


  • Deck Handler // Searching for: Item 5 > Weapon 5 > Armor 5

    Off turn, Assassination Squad: 1 Fire Damage. Discard Blackjack's Daggers (aq).Summon and encounter Red Mantis Assassin
    Hour of Achaekek's Claws: Discard second set of Blackjack's Daggers. Draw Double Chicken Saber +1
    BA Perception 4+6: 1d8 + 5 ⇒ (8) + 5 = 13 No Difficulty Increase
    What does Mios know? Knowledge 6+3: 1d10 + 4 + 1d4 ⇒ (4) + 4 + (4) = 12 He found a weakness
    Reveal Keen Spiked Chain. Mios
    Combat 10+12: 1d6 + 3 + 1d8 + 2 + 2 ⇒ (4) + 3 + (7) + 2 + 2 = 18 Keen Spiked Chain evaded. No damage. Not Wounded. Pits deals 1 Combat Damage, reduced to 0 by revealing Burglar's Buckler

    Hour of The Prince of Pain

    Scenario Power: Start of turn examine and encounter Brawl
    BA: Seoni and Mios both encounter Brawl. Reload Blackjack's Rapier to assist Seoni's check.
    Elementary: Reload Blackjack's Gear

    Dexterity 4+6: 1d6 + 1d8 + 5 ⇒ (6) + (7) + 5 = 18 Banished!

    Utility Belt: Start of turn, swap out Double Chicken Saber +1. Swap in Forensic Physician

    Move to Base. Reveal Burglar's Buckler to reduce Besieged damage to 0
    Free explore, draw the all the cards. Keep the paladin, Jayna Lemore. Then remove Poisoned.


    Reveal Forensic Physician

    Heal Cards: 1d4 + 1 ⇒ (1) + 1 = 2 Shuffle back in Blackjack's Daggers and Blackjack's Daggers (aq). Then discard Forensic Physician

    The assassination attempt left Quinn with little more than bruised pride and a few new tears in his coat. He'd picked the right blade for the job — they hadn't been able to touch him. Still, the squad had enough spite left to land a few parting shots. Quinn fed Seoni an angle with his blade and handled his own end with something closer to footwork than heroics. When it was done, the assassins melted back into the dark the way their kind always did.

    He retreated upstairs to regroup. Jayna Lemore was there to heal his wounds and got ready to lend her sword to whatever came next. He shook the last of the poison from his system, straightened his coat, and got back to work.

    Quinn wrote:

    Hand: Keen Spiked Chain, Blackjack's Daggers (aq), Shozoku of the Night Wind, Burglar's Buckler, Dryad Sandals, Ambrosia, Lady of Valor,

    Displayed: Jayna Lemore,
    Current Location: Base
    Kit: Double Chicken Saber +1, Horrorbane Heavy Pick, Gem of Mental Acuity,
    Deck: 12 Discard: 4 Buried: 0
    NOTES:
    Available Support: Elementary: Reload Blackjack's Daggers, Gear, Rapier or Bury Item to add 1d8+5 to local check against a barrier.

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

    Lady of Valor: On another character's check to defeat, discard to add 2d8; the check counts as blessed.

    Ambrosia: Local Heal 1d4 + 1 cards and/or remove up to 2 scourges from them.

    Jayna Lemore: On any combat check, after the roll, add 1d6 and the Magic trait. Local character can ignore a card’s before or after acting power.
    Movement: Move to: Dungeons, Caves, Spider Nest
    Other: Product Reroll: Unused
    Hero Point: 2

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blackjack's Gear, Blackjack's Daggers, Embalming Fluid, Blackjack's Rapier, Shy Ratani, Twitch Tonic, Balmberry, The Carnival, Master Cartman, Valet, Blessing of the Sages, Elixir of Focus
    Recharged:
    Discard Pile: Wayfinder, Djinn , Blessing of the Savored Sting, Forensic Physician,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Acrobatics: Dexterity +3
    Stealth: Dexterity +3
    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 +3

    Favored Card: Item
    Hand Size: 6 ☑ 7 ☐ 8
    Proficiencies:
    Weapon
    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
    4 Evidence displayed

    Notes for Seoni: Note the Location: If you fail a check take 1 Combat Damage
    Summon and encounter Brawl. Hour Power: You may draw a card; if you do, discard the top card of your deck. Add 1d8 + 5 to check from Quinn.

    Notes for Mios: Note the Location: If you fail a check take 1 Combat Damage
    Takes 1 fire Damage, encounters Red Mantis Assassin. Hour Power: BA Discard a card then draw a card.
    Summon and encounter Brawl. Hour Power: You may draw a card; if you do, discard the top card of your deck.

    Mavaro, Quinn - Base 1-4 remain // All Known
    Sajan - Spider Nest 1-8 remain
    Caves 1-10 remain // 1. Orc Rager
    Seoni, Mios - Pits 1-8 remain
    Dungeons 1-10 remain

    Brawl:

    Barrier
    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.


    During This Adventure:

    Spoiler:

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

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

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

    The vault should contain all level 0, 1, 2, 3, 4 and 5 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, 1, and 2 non-Veteran, non-blessing boons.



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

    Harrow Suit: Crowns

    During This Scenario: Setup: Before building the locations, search the vault for the monster Kazavon’s Iron Golem and set it aside. After building the locations, reload it into the Office.

    All characters start at the Office.

    During This Scenario: At the start of your turn, examine the top card of your location. If it is a bane, encounter it and you may not evade your encounter. If it is a boon, you may recharge it into its location.

    Characters may not move from the Office until it is closed, then must all move to the Twisting Passages.

    Legendary:
    Increase # for banes and the vault's bane level by 1.
    Wildcards
    Besieged: After you move, suffer 1 Ranged Combat damage. Physical traps seem to guard every hidden area.
    Harrow of Crowns: The difficulty of checks against summoned banes is increased by 4. Wicked surprises lurk around every corner.
    Harrow of Shields: When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards. Even with Lupescinov dispatched, you need to be ready for anything.

    Additional Rules: Story Banes

    Danger: Each time you encounter the danger, randomly choose a new barrier.
    Villain: None
    Henchmen (Closing): Evidence-Proxy A

    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.

    Monstrous Spider:

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

    Scenario Level (#): 5

    Turn: 12, Mios/MauveAvenger

    Random Cards:

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

    Spoiler:
    Warlord Devil
    CotCT
    Monster 6
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 26
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
    If undefeated, suffer the scourge Wounded.

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

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

    Spoiler:
    Toad Demon
    CotCT
    Monster 6
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 28
    Immune to Electricity and Poison. Resistant to Acid, Cold, and Fire.
    Before acting, if you are at an Aquatic location, each local character suffers 1d4 Force damage.
    After acting, if the check to defeat had the Melee trait, succeed at a Constitution or Fortitude 10 check or suffer the scourge Exhausted.

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

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

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

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

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


    Weapons
    Spoiler:
    Deathbane Throwing Axe
    CotCT
    Weapon 5
    Traits:
    Axe
    Magic
    Melee
    Ranged
    Slashing
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 13
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
    If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
    You may use this power even if you have previously revealed this card on this check.

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

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

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

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

    Spells
    Spoiler:
    Clairvoyance
    Core
    Spell 3
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    Banish to examine the top 3 cards of any location; return them in any order.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

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

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


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

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


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

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

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

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

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

    Spoiler:
    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:
    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.


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

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

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

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

    Spoiler:
    Risibeth
    CotCT
    Ally 5
    Traits:
    Sayona
    Undead
    To Acquire:
    Charisma
    Diplomacy 12
    OR Bury An Ally 0
    Display. While displayed:
    * On local combat and Charisma checks, you may reroll a die.
    * At the end of the turn, bury.
    Banish to explore.

    DURING RECOVERY
    You may discard the bottom card of your deck to reload this card.


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

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

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

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

    Spoiler:
    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: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.

    Current Hour:

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

    Hours Remaining: 18

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Sajan/Hawkmoon:
    Spoiler:
    Hourglass Card 1 Sajan/Hawkmoon
    The Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
    To Acquire:
    Dexterity
    Melee 4+#
    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.
    Hourglass Card 2 Mavaro/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 Mavaro/Bigguyinblack
    Gozreh's Growth
    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    Veteran
    When this is the hour: On your check against an Animal or Elemental card, add 1d4.
    To Acquire:
    Wisdom
    Divine
    Survival 4+#
    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
    Hourglass Card 3 Seoni/Gimry:
    Spoiler:
    Hourglass Card 3 Seoni/Gimry
    The Courtesan
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, freely discard to use your Charisma die instead of the normal die.
    Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
    Hourglass Card 4 Quinn/NathanDavis:
    Spoiler:
    Hourglass Card 4 Quinn/NathanDavis
    The Vision
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
    To Acquire:
    Intelligence
    Arcane 4+#
    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.
    Hourglass Card 5 Mios/MauveAvenger:
    Spoiler:
    Hourglass Card 5 Mios/MauveAvenger
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
    To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.
    Hourglass Card 6 Sajan/Hawkmoon:
    Spoiler:
    Hourglass Card 6 Sajan/Hawkmoon
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Hourglass Card 7 Mavaro/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 Mavaro/Bigguyinblack
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Hourglass Card 8 Seoni/Gimry:
    Spoiler:
    Hourglass Card 8 Seoni/Gimry
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    Veteran
    When this is the hour: On your non-Attack combat check, add 1.
    To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Hourglass Card 9 Quinn/NathanDavis:
    Spoiler:
    Hourglass Card 9 Quinn/NathanDavis
    The Liar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
    To Acquire:
    Charisma
    Knowledge 4+#
    On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
    Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
    Hourglass Card 10 Mios/MauveAvenger:
    Spoiler:
    Hourglass Card 10 Mios/MauveAvenger
    The Peacock
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, if no boons are played, it is blessed.
    To Acquire:
    Dexterity
    Diplomacy 4+#
    On any check, recharge to bless.
    No other boon may be played on this check.
    Discard to explore.
    Hourglass Card 11 Sajan/Hawkmoon:
    Spoiler:
    Hourglass Card 11 Sajan/Hawkmoon
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    Veteran
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Hourglass Card 12 Mavaro/Bigguyinblack:
    Spoiler:
    Hourglass Card 12 Mavaro/Bigguyinblack
    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 13 Seoni/Gimry:
    Spoiler:
    Hourglass Card 13 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 14 Quinn/NathanDavis:
    Spoiler:
    Hourglass Card 14 Quinn/NathanDavis
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Hourglass Card 15 Mios/MauveAvenger:
    Spoiler:
    Hourglass Card 15 Mios/MauveAvenger
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    Veteran
    When this is the hour: On your check against an Undead card, add 1d6.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Hourglass Card 16 Sajan/Hawkmoon:
    Spoiler:
    Hourglass Card 16 Sajan/Hawkmoon
    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 17 Mavaro/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 Mavaro/Bigguyinblack
    Sands of the Hour
    CotCT
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect.
    To Acquire:
    Arcane
    Divine
    Knowledge
    Perception 4
    On any check using a skill listed in the hour's check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.
    Hourglass Card 18 Seoni/Gimry:
    Spoiler:
    Hourglass Card 18 Seoni/Gimry
    The Lady of Mysteries
    Core
    Blessing 3
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
    To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless.
    On a check against an Undead bane, recharge to bless.
    Discard to draw 3 cards, then recharge 3 cards, then you may explore.

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

    Base Card 1 (Pathfinder Bodyguard):
    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 2 (Boors):
    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 3 (Moise):
    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 (Ketrik):
    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.

    Location #2: Spider Nest
    Underground
    Wild
    At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
    When Closing: Summon and defeat the story bane Monstrous Spider.
    When Permanently Closed: No effect.
    M: 3 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Sajan/Hawkmoon, None
    Spider Nest Card 1:
    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.
    Spider Nest Card 2:
    Aerilaya
    CotCT
    Ally 5
    Traits:
    Banshee
    Undead
    To Acquire:
    Charisma
    Diplomacy 12
    OR Bury A Weapon 0
    Display. While displayed:
    * On local combat or Constitution checks, add 1d6.
    * At the end of the turn, banish.
    Bury to explore; you may bury a weapon to reload instead.
    Spider Nest Card 3:
    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.
    Spider Nest Card 4:
    Giant Anaconda
    CotCT
    Monster 3
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    Vulnerable to Cold.
    If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.
    Spider Nest Card 5:
    Fury Devil
    CotCT
    Monster 5
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 23
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
    If undefeated, each local character suffers 1d4 Force damage.
    Spider Nest Card 6:
    Returning Totem Spear
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Magic
    Melee
    Ranged
    Respect
    Spear
    To Acquire:
    Strength
    Melee 12
    OR Dexterity
    Ranged
    Survival 14
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
    If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Spider Nest Card 7:
    Rajambari
    CotCT
    Monster 3
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 17
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, each local character suffers 1 Combat damage.
    Spider Nest Card 8:
    Wand of Enervation
    Core
    Item 3
    Traits:
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 10
    On any combat check, bury or banish to decrease the difficulty by 2d4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.

    Location #4: Caves
    Underground
    Wild
    At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Caves Card 1 (Orc Rager):
    Orc Rager
    CotCT
    Monster 2
    Traits:
    Barbarian
    Orc
    Veteran
    To Defeat:
    Combat 10+##
    Before acting, suffer 1d4 Combat damage.
    Caves Card 2:
    Madness Mist Trap
    CotCT
    Barrier 3
    Traits:
    Cache
    Lock
    Magic
    Trap
    To Defeat:
    Disable 8
    OR Fortitude 10
    If defeated, draw a new spell or item.
    If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.
    Caves Card 3:
    Lion's Helm
    Core
    Armor 3
    Traits:
    Heavy Armor
    Helm
    To Acquire:
    Constitution
    Fortitude 10
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, when you suffer any damage, freely reveal to reduce it by 1.
    Discard to remove the scourges Exhausted and Frightened from all local characters.
    After playing this armor, you may not play a Helm boon this encounter.
    Caves 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.
    Caves Card 5:
    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.
    Caves Card 6:
    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.
    Caves Card 7:
    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.
    Caves Card 8:
    Xenarth
    CotCT
    Monster 4
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 24
    Immune to Electricity and Poison.
    Before acting, each local character suffers 2 Acid Damage.
    If undefeated, suffer the scourge Poisoned.
    Caves Card 9:
    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.

    Caves Card 10:
    Azer
    Core
    Monster 1
    Traits:
    Elemental
    Fire
    Outsider
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Fire. Vulnerable to Cold.
    After acting, suffer 1d4-1 Fire damage.

    Location #5: Pits
    Underground
    Wild
    At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
    When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
    When Permanently Closed: You may shuffle your deck.
    M: 1 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Seoni/Gimry, Mios/MauveAvenger, None
    Pits Card 1:
    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.
    Pits Card 2:
    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.
    Pits Card 3:
    Safe Haven
    CotCT
    Spell 4
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 12
    OR Wisdom
    Divine 13
    Display to move yourself together with any number of local characters, ignoring any movement restrictions.
    You may not use this power during an encounter. While displayed:
    * At the end of your turn, banish, and any number of local characters may move together.

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

    Pits Card 4:
    Angelic Armor
    CotCT
    Armor 5
    Traits:
    Heavy Armor
    Loot
    To Acquire:
    Constitution
    Divine
    Fortitude 13
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 3.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    * If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
    Pits Card 5:
    Ancient Black Dragon
    CotCT
    Monster 6
    Traits:
    Acid
    Dragon
    To Defeat:
    Combat 28
    OR Diplomacy 18
    Immune to Acid. All damage is Acid.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 11 check or suffer 1d4 damage and the scourge Wounded.
    Pits Card 6:
    Banudor
    CotCT
    Weapon 5
    Traits:
    Bludgeoning
    Fire
    Hammer
    Magic
    Melee
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local Craft or Disable check, reload to add 1d8.
    Pits Card 7:
    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.
    Pits Card 8:
    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.

    Location #6: Dungeons
    Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Dungeons Card 1:
    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.
    Dungeons Card 2:
    The Hidden Truth
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
    To Acquire:
    Intelligence
    Stealth 4+#
    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.
    Dungeons Card 3:
    Firepelt Cougar
    CotCT
    Ally 4
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 12
    On a local combat check, reload to add 1d6.
    Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
    Dungeons Card 4:
    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.
    Dungeons Card 5:
    Roc
    CotCT
    Monster 4
    Traits:
    Animal
    To Defeat:
    Combat 19
    If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.
    Dungeons Card 6:
    Manticore
    Core
    Monster 3
    Traits:
    Aberration
    Manticore
    To Defeat:
    Combat 15
    Before acting, a random character suffers 1d4+1 Ranged Combat damage.
    If undefeated, each local character suffers 1 Ranged Combat damage.
    Dungeons Card 7:
    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.
    Dungeons Card 8:
    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.
    Dungeons Card 9:
    Wood Golem
    Core
    Monster 3
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 18
    Immune to Attack, Cold, Mental, and Poison.
    Vulnerable to Fire.
    If the check to defeat has the Fire trait, ignore this monster's immunities.
    Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.
    Dungeons Card 10:
    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.


    OFF-TURN ACTIONS:

    Strength 10(4+6): 1d4 + 1d8 + 5 ⇒ (1) + (1) + 5 = 7

    Roll Details:

    Strength - 1d4
    Quinn Aid - 1d8+5

    Use Paizo Reroll
    Strength 10(4+5+1): 1 + 1d8 + 5 ⇒ 1 + (5) + 5 = 11


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

    Out of Turn Updates: Display Bearskin Armor. Move to Pits. Suffer 1 Combat damage from Besieged. Discard Sacred Candle as damage. Then take 1 Fire damage. Discard Compass as damage. Encounter Red Mantis Assassin.

    Red Mantis Assassin:
    Red Mantis Assassin

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

    Perception 4+5+1=10: 1d8 + 2 + 1d4 ⇒ (3) + 2 + (2) = 7

    Knowledge 6+5=11: 1d10 + 4 + 1d4 ⇒ (3) + 4 + (1) = 8

    Difficulty increase: 1d6 ⇒ 4

    Combat 10+6+6+4=26: 1d8 + 5 ⇒ (1) + 5 = 6

    Fail combat. Bury Bearskin Armor to reduce all damage to 0. For failure, suffer 1 Combat damage. Discard Thundering Earthbreaker

    Hour Power: Discard a card, then draw a card. Discard Sklar-quah Thundercaller. Draw The Plaguebringer's Mask.

    Summon and encounter Brawl.

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

    Discard Gorum's Iron to bless check.

    Melee 4+5+1=10: 2d8 + 5 ⇒ (2, 7) + 5 = 14

    Defeated. New Hour Power: may draw a card and discard top card of deck. Draw Staff of Minor Healing and discard Forensic Physician.

    Turn: Turn 12 - Torag's Power

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

    Hour Power: When you would discad a boon to bless a Strength or Constitution check, you may recharge it instead.

    SOT: Scenario Power: examine top card of location. If it is a bane, encounter. If it is a boon, may recharge it. Examine Dust of Revealing

    Dust of Revealing:
    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.

    Recharge it.

    Move: Move to Base. Suffer 1 Ranged Combat damage. Discard The Plaguebringer's Mask

    Explore: Draw 3 cards, then keep 1 and return others in any order. Keep Pathfinder Bodyguard. Then Heal a card. Heal Forensic Physician

    End Turn: Reset Hand. Rechage Staff of Minor Healing to Heal a card. Heal Horn of Battle Clarity.

    Recovery: N/a

    Board Status
    Most Recent BR Refresh
    4 Evidence displayed

    Mavaro, Quinn, Mios - Base 2-4 remain // All Known
    Sajan - Spider Nest 1-8 remain
    Caves 1-10 remain // 1. Orc Rager
    Seoni - Pits 2-8, 1 remain // 1=Dust of Revealing
    Dungeons 1-10 remain

    Mios wrote:

    Hand: Wounding Spear-Axe, Helm of the Valkyrie (Core), Crowbar, Hellknight of the Nail, Blessing of Wadjet,

    Displayed: Lantern Implement,
    Deck: 3 Discard: 9 Buried: 1
    Current Location: Base
    Hero Points: 2
    4B 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

    Horn of Battle Clarity: recharge to add 1d4 to local combat

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Forensic Physician, Horn of Battle Clarity, Staff of Minor Healing
    Recharged:
    Discard Pile: Blessing of Abadar, War Drum, Vicious Scythe, Compass, Sacred Candle, Gorum's Iron, The Plaguebringer's Mask, Sklar-quah Thundercaller, Thundering Earthbreaker,
    Buried Pile: Bearskin Armor,

    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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