| Amli - Akaitora |
During Radovan's turn, Amli recharges Blessing of Tsukiyo (the hour had Charisma in its checks to acquire).
During Damiel's turn, Amli draws a card: Blessing of Cayden Cailean. She also moves to the Ossuary.
Starting Amli's turn. The hour is The First. Hour Power: When you would fail a check, you may bury 1 card to reroll 1 die.
At the start of her turn, Amli swaps her Weaponrack Backpack in her hand with Blessing of Shax in her discards. Also, Divine Fortune is discarded to recovery.
Amli will explore to encounter Ossuary Card 1: Proxy A - Cultist. Due to scenario effect, Amli needs to encounter a random monster that gains the undead trait: 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.
BYA all local characters need to make a Constitution or Fortitude 7 check or be poisoned (Damiel has to do this).
BYA Fortitude 7: 1d10 + 4 ⇒ (10) + 4 = 14
Success! For her check to defeat, Amli will reveal her Dwarven Earthbreaker +1 to use her Melee + 2d6+1. When she reveals her weapon, she will display her Wolfhide Armor to add +2.
CtD Combat, Melee 15: 1d8 + 4 + 2d6 + 1 + 2 ⇒ (4) + 4 + (4, 5) + 1 + 2 = 20
Success! Defeated. For the check to defeat the Cultist, Amli will reveal her Dwarven Earthbreaker +1 to use her Melee + 2d6+1. When she reveals her weapon, she will display her Blessing of Shax to add +2.
Core Story Bane 1
Type: Monster
Traits: Cultist Human Veteran
To Defeat: Combat 10+## OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
CtD Combat, Melee 18: 1d8 + 4 + 2d6 + 1 + 2 ⇒ (3) + 4 + (3, 4) + 1 + 2 = 17
Argh. Spending a hero point to re-roll.
CtD Combat, Melee 18: 1d8 + 4 + 2d6 + 1 + 2 ⇒ (7) + 4 + (1, 5) + 1 + 2 = 20
Success! Amli will attempt to close her location. Damiel and Amli have to summon an ancient skeleton.
Core Story Bane 1
Type: Monster
Traits: Skeleton Undead Veteran
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.
BYA, Amli would take 1 combat damage, but her Dwarven Plate passively reduces Combat Damage by 1. For her check to defeat, Amli will reveal and recharge her Dwarven Earthbreaker to use her Melee +2d6+1+1d6. When she does, she will display her Blessing of Cayden Cailean to add +2 to her check to defeat.
CtD Combat, Melee 19: 1d8 + 4 + 2d6 + 1 + 1d6 + 2 ⇒ (6) + 4 + (1, 1) + 1 + (3) + 2 = 18
Unbelievable, but If Damiel defeats his skeleton the location will still close. Amli would take 1 Combat Damage but she still reduces Combat Damage by 1 passively.
Regardless of what happens, Amli will end her turn. When she does, she discards Divine Fortune on purpose. Then she retrieves her Blessing of Cayden Cailean, Blessing of Shax and Wolfhide Armor from her display area. Then she resets her hand.
Hand: Blessing of Pharasma, Golembane Hammer +2, Wolfhide Armor, Blessing of Shax, Blessing of Cayden Cailean,
Displayed: Dwarven Plate,
Deck: 9 Discard: 6 Buried: 0
Current Location: Ossuary
Hero Points: 1
NOTES:
Available Support: Add 1d6 to ALL LOCAL CHECKS. Use my Blessings for any and all reasons. Feel free to display any number of my blessings or armors to add 2 per each one displayed to your local check after revealing a weapon or armor.
Other: Don't forget! If local to Amli and you play a Blessing on her check, you can recharge any card from your discard
Middle of Deck (Unknown Order): Weapon of Awe, Mountain Pattern Armor, Pillaging Mace, Fortified Breastplate, War Drum, Grappler's Mask, Mighty Steed
Recharged: Blessing of Tsukiyo, Dwarven Earthbreaker +1,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Craft: Constitution +1
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Charisma d6 ☐ +1
Ship: Truewind
When commanding:: You may discard a card from the blessings deck to recharge a random card from your discard pile.
Plunder: W(0) S(2) Ar(0) I(0) Al(0) B(0)
Favored Card: Weapon or Armor
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Weapons, Armor, Divine
POWERS:
When a character plays a weapon or an armor for its power on a check, you may display any number of blessings and armors; for each card displayed, add 1 (☑ 2) to that check. Before you reset your hand (☐ and at the start of your turn), draw the displayed cards.
After another character at your location plays a blessing on your check, they may recharge a random weapon or armor (☑ or card of a type of your choice) from their discard pile. (☐ Then you may do the same.)
☑ At the start of your turn (☐ and after you reset your hand), you may exchange 1 card in your hand with a weapon or an armor (☑ or a spell or a blessing) in your discard pile.
☐ When you play an ally to explore your location, you may recharge it. If you do, after the exploration, (☐ you may shuffle your deck, then you must) end your turn.
☐ When you play a blessing that has the Kols or Torag trait, you may recharge it instead of discarding it.
Damiel {CD} - Matsu Kurisu
|
Out of turn update
Garden Guardian
Constitution 1d6, Alchemical discard( ac Bottled Lightning) +1d10+1
BYA Con 7: 1d6 + 1d10 + 1 ⇒ (3) + (9) + 1 = 13 Success
Encountering Ancient Skeleton, Core Story Bane 1: Combat 19(11+4+4)
Traits: Skeleton Undead Veteran
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.
BYA 1 Combat damage, reveal Steel Ibis Lamellar -3 to 0
Reveal ac Seeking Longbow 1d12+3+1d8+2, Reload ac Plaguebringer's Mask +1d8
Combat 19(15+2): 1d12 + 3 + 1d8 + 2 + 1d8 ⇒ (10) + 3 + (1) + 2 + (3) = 19 - Defeated
Hand: ac Seeking Longbow, Steel Ibis Lamellar, Blessing of Wadjet, ac The Real Rabbit Prince, , ,
Displayed: ac Magic Mithral Chain Mail, , , , , ,
Deck: 20 Discard: 2 Buried: 1
"Notes: Distant: BoWadjet:+2d8vs Boon. Available for AD4 boon or highly desired
Other: "
Dexterity d12 +3
- Disable: Dexterity +1
Constitution d6 +0
Intelligence d10 +1
- Craft: Intelligence +3
Wisdom d6 +0
- Perception: Wisdom +2
Charisma d4 +0
Favored Card: Weapon
Hand Size: 6
Proficient With: Light Armors Weapons
POWERS:
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it ([X] or shuffle it into your deck) instead.
You may discard a card that has the Alchemical trait ([ ] or any 2 cards) to add your Intelligence skill ([ ] +2) to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check) ([ ] or your Strength check when you do not play a weapon).
[X] When you defeat a barrier that has the Obstacle trait ([X] or any barrier), you may explore again.
[X]At the end of your turn, you may recharge a random card ([ ] or any card) from your discard pile ([ ] or your buried cards)
[X][X][ ][ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
Hero Points Available 3
Paizo Reroll AVAILABLE
Play Mat Card Draw AVAILABLE
| Amli - Akaitora |
Ossuary closes! Amli moves to Reading Room. Damiel can move as well.
Hand: Blessing of Pharasma, Golembane Hammer +2, Wolfhide Armor, Blessing of Shax, Blessing of Cayden Cailean,
Displayed: Dwarven Plate,
Deck: 9 Discard: 6 Buried: 0
Current Location: Ossuary
Hero Points: 1
NOTES:
Available Support: Use my Blessings for any and all reasons. Feel free to display any number of my blessings or armors to add 2 per each one displayed to your local check after revealing a weapon or armor.
Other: Don't forget! If local to Amli and you play a Blessing on her check, you can recharge any card from your discard
Middle of Deck (Unknown Order): War Drum, Fortified Breastplate, Mountain Pattern Armor, Pillaging Mace, Mighty Steed, Grappler's Mask, Weapon of Awe
Recharged: Blessing of Tsukiyo, Dwarven Earthbreaker +1,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Craft: Constitution +1
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Charisma d6 ☐ +1
Ship: Truewind
When commanding:: You may discard a card from the blessings deck to recharge a random card from your discard pile.
Plunder: W(0) S(2) Ar(0) I(0) Al(0) B(0)
Favored Card: Weapon or Armor
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Weapons, Armor, Divine
POWERS:
When a character plays a weapon or an armor for its power on a check, you may display any number of blessings and armors; for each card displayed, add 1 (☑ 2) to that check. Before you reset your hand (☐ and at the start of your turn), draw the displayed cards.
After another character at your location plays a blessing on your check, they may recharge a random weapon or armor (☑ or card of a type of your choice) from their discard pile. (☐ Then you may do the same.)
☑ At the start of your turn (☐ and after you reset your hand), you may exchange 1 card in your hand with a weapon or an armor (☑ or a spell or a blessing) in your discard pile.
☐ When you play an ally to explore your location, you may recharge it. If you do, after the exploration, (☐ you may shuffle your deck, then you must) end your turn.
☐ When you play a blessing that has the Kols or Torag trait, you may recharge it instead of discarding it.
| BR Akaitora |
During This Adventure: The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.
During This Scenario: STORY BANES
Dangers: Each time you encounter the danger, randomly choose new Dragon's Demand Undead story bane.
Villain: Planar Rift
Henchmen: Cultists (Society of the Veil) - Proxy A
Core Story Bane 1
Type: Monster
Traits: Cultist Human Veteran
To Defeat: Combat 10+## OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Core Story Bane 1
Type: Barrier
Traits: Magic Obstacle Veteran
To Defeat: Combat 11+## OR Arcane Divine 6+#
Cannot be evaded. Before acting, a local character summons and encounters the danger. The difficulty to defeat is increased by the number of locations.
DURING THIS SCENARIO
When you encounter a monster from a location, a local character summons and encounters a monster; the summoned monster gains the Undead trait and is immune to Mental and Poison.
DRAGON'S DEMAND STORY BANE ROSTER
Scenario Level (#): 4
Turn: 11, Radovan/Grimsnik
Monsters
Core
Monster 2
Traits:
Fey
Swarm
To Defeat:
Combat 13
OR Dexterity
Acrobatics 10
On the check to defeat, add the number of other local characters.
If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
CotCT
Monster 3
Traits:
Fey
To Defeat:
Combat 14
If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.
Core
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 15
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
CotCT
Monster 2
Traits:
Human
Ranger
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
Barriers
Core
Barrier 2
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Combat 16
OR Acrobatics
Disable
Stealth 9
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1d6 Combat damage.
CotCT
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
None 0
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
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.
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
Weapons
CotCT
Weapon 3
Traits:
Electricity
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 12
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.
CotCT
Weapon 2
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.
CotCT
Weapon 3
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
Spells
CotCT
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 11
Display. While displayed:
* On local checks, add 1d6.
* At the start of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 13 check to recharge it instead.
CotCT
Spell 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 10
Display next to a character. While displayed:
* On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a non- Incorporeal monster, banish to evade it.
On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Core
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
Display next to a local character.
While displayed:
* This character's Strength and Constitution skills are 1d12+4.
* On this character's Strength checks, add 1d4.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 check to recharge it instead.
Armors
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.
Core
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer any damage, you may recharge to reduce it by 1.
* When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
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.
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.
Core
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your Diplomacy or Stealth check, you may draw this card to add 1d4.
Items
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Craft 9
When you encounter a bane, recharge to evade it.
When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1.
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Fortitude 7
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 11
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
CotCT
Item 2
Traits:
Gambling
Harrow
Loot
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Reload to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Discard this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
Core
Item 2
Traits:
Alchemical
Attack
Fire
Object
To Acquire:
Intelligence
Craft 10
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
Allies
CotCT
Ally 2
Traits:
Hireling
Lycanthrope
To Acquire:
Wisdom
Survival 8
OR Charisma
Diplomacy 10
On a local Dexterity check or a local check before acting, recharge to add 1d6.
Discard to explore. This exploration, you cannot suffer scourges.
CotCT
Ally 2
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 9
OR Bury A Healing Card 0
If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.
CotCT
Ally 4
Traits:
Human
Skald
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Barrier 0
Display. While displayed:
* On all Strength and Acrobatics checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Strength and Acrobatics checks, add 3.
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
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.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Core
Blessing 1
Traits:
Deity: Abadar
Divine
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Hour Power: On your non-Attack combat check, add 1.
Current Hour:
Core
Blessing 1
Traits:
Deity: Gorum
Divine
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.
Hours Remaining: 19
Hourglass
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
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.
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
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.
The Beating
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
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.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
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.
Lady of Valor
Core
Blessing 3
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
To Acquire:
Charisma
Diplomacy
Divine 8
On another character's check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
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.
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
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.
The Healing Light
Core
Blessing 3
Traits:
Deity: Sarenrae
Divine
When this is the hour: Characters cannot suffer scourges.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless. If the character succeeds at the check, heal them for a card.
Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
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.
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.
The Keep
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
Location #1: Crypt
Sacred
Underground
Urban
At This Location: The difficulty of checks against Undead banes is increased by 3.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
CotCT
Spell 3
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 2; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4+1 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
Core
Monster 2
Traits:
Construct
To Defeat:
Combat 12
OR Craft 8
Immune to Mental and Poison.
Resistant to Melee and Ranged.
If undefeated, suffer the scourge Poisoned.
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
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.
CotCT
Monster 2
Traits:
Undead
Vampire
To Defeat:
Combat 15
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Location #3: Reading Room
Sacred
Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: Amli/Akaitora, Radovan/Grimsnik, None
Core
Story Bane 1
Type: Barrier
Traits:
Magic
Obstacle
Veteran
To Defeat:
Combat 11+##
OR Arcane
Divine 6+#
Cannot be evaded.
Before acting, a local character summons and encounters the danger.
The difficulty to defeat is increased by the number of locations.
Core
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
CotCT
Spell 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to let a local character draw 2 cards. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
CotCT
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Knowledge 9
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
CotCT
Spell 2
Traits:
Arcane
Attack
Cold
Divine
Magic
Undead
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Location #4: Blood Pool
Urban
At This Location: After you discard cards as damage, bury a card from your discards.
When Closing: Bury 2 cards.
When Permanently Closed: Heal a card.
M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Damiel/MatsuKurisu, None
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
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.
CotCT
Monster 2
Traits:
Elemental
To Defeat:
Combat 13
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
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.
Core
Monster 3
Traits:
Aberration
Basilisk
To Defeat:
Combat 14
Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
If undefeated, bury a random card from your discards.
If defeated, remove the scourges Dazed and Entangled from all local characters.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
CotCT
Monster 3
Traits:
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.
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.
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.
Core
Spell 2
Traits:
Divine
Magic
Animal
To Acquire:
Wisdom
Divine 7
Display. While displayed:
* On your Dexterity and Charisma checks, add 1d6.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.
Location #5: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Korundo/morph147, None
CotCT
Barrier 2
Traits:
Task
To Defeat:
Intelligence
Craft 6
OR Wisdom 8
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.
Core
Monster 2
Traits:
Troll
Veteran
To Defeat:
Combat 8+##
THEN Combat 10+##
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
CotCT
Ally 2
Traits:
Dragon
To Acquire:
Wisdom
Arcane
Survival 9
On a local combat check, recharge to add 1d6 and the Mental trait.
Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
CotCT
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Location #7: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
Located/Displayed Here: None
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
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.
Damiel {CD} - Matsu Kurisu
|
During Amli's turn
Swaps Blessing of Wadjet for Alchemy Lab from buried pile
Damiel moves to #4: Blood Pool
Buries Alchemy Lab to draw an alchemical item
I1: Ring of Evasion - banished
I2: Horn of Blasting - banished
I3: Belt of Physical Prowess - banished
I4: Zellara's Harrow Deck - banished
I5: Tangleburn Bag - Alchemical - Drawn
Hand: ac Seeking Longbow, Steel Ibis Lamellar, ac Tangleburn Bag, ac The Real Rabbit Prince, , ,
Displayed: ac Magic Mithral Chain Mail, , , , , ,
Deck: 20 Discard: 2 Buried: 2
"Notes: Distant:
Other: "
Dexterity d12 +3
- Disable: Dexterity +1
Constitution d6 +0
Intelligence d10 +1
- Craft: Intelligence +3
Wisdom d6 +0
- Perception: Wisdom +2
Charisma d4 +0
Favored Card: Weapon
Hand Size: 6
Proficient With: Light Armors Weapons
POWERS:
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it ([X] or shuffle it into your deck) instead.
You may discard a card that has the Alchemical trait ([ ] or any 2 cards) to add your Intelligence skill ([ ] +2) to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check) ([ ] or your Strength check when you do not play a weapon).
[X] When you defeat a barrier that has the Obstacle trait ([X] or any barrier), you may explore again.
[X]At the end of your turn, you may recharge a random card ([ ] or any card) from your discard pile ([ ] or your buried cards)
[X][X][ ][ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
Hero Points Available 3
Paizo Reroll AVAILABLE
Play Mat Card Draw AVAILABLE
| Grimsnik's Radovan |
OOT- Draw Blessing of Abadar when Dungeons closed.
Hourglass- Gorum's Iron
Move: Blood Pool
Radovan finds a jar of Red War Paint. Fortitude 7: 1d8 + 2 ⇒ (7) + 2 = 9 Display Red War Paint. Recharge Arnisant to explore.
He finds a shattered blade. Auto fail on acquiring Wyrmsmite
Hand: Shadowless Sword, Pilaging Mace, Fortified Breastplate, Grappler's Mask, The Worldbreaker, Blessing of Abadar,
Displayed: Fell: Garden Guardian, Red War Paint,
Deck: 15 Discard: 1 Buried: 2
Hero Points: 2
"NOTES:
Available Support: T-shirt Re-Roll: Available; Playmat- Available
Movement: Blessing are available to use; Move to crypt
Other: If local reduce fire, poison or range damage by 1"
"
Middle of Deck (Unknown Order): Sawtooth Sabre +2, Elyana, Blessing of Shax, Surgeon, Grogul, Striking Wing Scimitar, Keren Rhinn, Red Carriage, Blessing of the Samurai, Thieves' Tools
Recharged: Arnisant,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dex +2; Stealth: Dex +2; Acrobatics: Dex +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Con +2
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armor, Weapons
POWERS:
"At the start of the scenario, display any 1 devil form ([x] or 2 devil
forms, [X ]or 3 devil forms). Once per turn, when a character at your location is dealt damage
by a bane, display a monster from the box next to a displayed devil
form."
Reduce Fire, Poison, or Ranged Combat damage ([ ]or damage dealt by a summoned monster) dealt to you ( [ x] or to a character at your location) by 1 ([ ] 2) ([ ] 3).
Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
[ ]When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
[X]When a monster encountered by a character at your location is undefeated ([X ] or when you defeat a monster), display a monster from the box next to a displayed devil form.
"Quang- You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number."
"Norge- You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number.
"
"Fell Viridio- You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number."
Location: Blood Pool
Acquire #1 Red War Paint
Banish #2 Wyrmsmite
| Morph147 Korundo |
Hour is Torag's Power
Hour power is When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
Start of turn
Korundo keeps same power feat
First explore
Korundo encounter Snake Oil Seller. Only character here so I encounter.
Attempt wisdom, discard Blessing of the Ancients to bless. Reveal Saber-toothed Tiger to add animal and 1d4
Wisdom 8: 1d8 + 3 + 1d8 + 1d4 ⇒ (7) + 3 + (2) + (4) = 16 success
reload Leryn to examine the top two cards of my location.
Twisting Passages Card 2: Troll Korundo cant defeat
Twisting Passages Card 3: Henchman Proxy A3 Korundo can do something about
Will rearrange so Henchman is on top, Troll is second from top. Will deal with henchman on next turn.
Play Call animal to get Leryn back in hand and display.
End of turn
Recharge Arboreal Armor.
Recover Call animal Divine 6: 1d8 + 6 ⇒ (1) + 6 = 7 Success
reset hand end turn.
"
Hand: ac Blackjack's Rapier, Saber-toothed Tiger, Aspect of the Bear, Aspect of the Stag, Elk,
Displayed: Leryn,
Deck: 15 Discard: 2 Buried: 0
Notes: power feat: recharge card to use blah in place of blah,
Sideboard cards:Skills and Powers:Skills:
Strength: d10 ◼️ +1 □ +2 □ +3 □ +4
Melee: Strength+2
Dexterity: d6 □ +1 □ +2
Constitution: d10 ◼️ +1 □ +2 □ +3
Intelligence: d4 □ +1
Wisdom: d8 ◼️ +1 ◼️ +2 ◼️ +3
Divine: Wisdom+3
Survival: Wisdom+2
Charisma: d4 □ +1 □ +2Favored Card: Ally or Spell
Hand Size: 4 ◼️5 □6□7
Proficient with: Light Armors □Heavy Armors Weapons
Role Card: Primal Master
Powers:
At the start (◼️ or when you encounter a bane) of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6(□1d10) and add the Animal and Melee traits. (□After the roll, you may additionally recharge that card to add its adventure deck number)(□or discard it to reroll the dice and take the new result).
◼️Add 1d4 to your check that invokes the Animal Triat
◼️You may recharge a card (◼️ or reveal a card that has the Animal trait) to add the Animal trait to your check.
◼️When you attempt an Acrobatics, Fortitude, Perception, or Stealth check, you may discard (□ or recharge) a card to use your Survival skill instead of the listed skill
□ At the end of your turn, you may discard a card to draw a card that has the Animal trait from your discard pile (□ or to exchange your displayed Hunter Class Deck corhort for another Hunter Class Deck cohort from the box).Cohorts:
LerynTraits: Animal
Display this card. While displayed, you gain the skill Perception: Wisdom+2.
While displayed, at the start of your turn, you may examine the top card of your location deck.
While displayed you may put this card on top of your deck to examine the top 2 cards of your location deck; if you have a role card, you may put them back in any order.
"
Upkeep
Banish Twisting Passages Card 1
examine Twisting Passages Card 2,3. Put 3 on top, then 2
Henchman is on top of Twisting passages. Korundo plans to deal with it on his next turn
Korundo plans on dealing with hencha
Damiel {CD} - Matsu Kurisu
|
Out of Turn updates:
Turn order: Damiel/Matsu Kurisu, Amli/Akaitora, Radovan/@mikeo37, Korundo/morph147,
Blessing = 2 Damiel/MatsuKurisu: Urgathoa's Gluttony
When this is the hour:On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
Start of Turn
At: #4: Blood Pool
Give: No
Move: No
At This Location: After you discard cards as damage, bury a card from your discards.
Free explore = 3: Smoke Slayer, Monster 2: Combat 13
Elemental
To Defeat:
Combat 13
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
Constitution 1d6, Damiel.Discard Alchemical(ac Tangleburn Bag) +1d10+1
Constitution 9: 1d6 + 1d10 + 1 ⇒ (6) + (6) + 1 = 13 - Success
Reveal ac Seeking Longbow 1d12+3+1d8+2
Combat 13: 1d12 + 3 + 1d8 + 2 ⇒ (7) + 3 + (8) + 2 = 20 - Banished
Discard ac The Real Rabbit Prince to (A,R,K): 1d3 ⇒ 2 (Radovan), explore with Blessed checks =
4: Wolverine, Ally 3: Wisdom 9
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.
Wisdom 1d6, Urgathoa's Gluttony +1d6, The Real Rabbit Prince +1d6
Wisdom 9: 1d6 + 1d6 + 1d6 ⇒ (6) + (5) + (3) = 14 - Acquired & Buried due to Urgathoa's Gluttony
End of Turn
Damiel.EoT - Recharge random card: 1d3 ⇒ 2 from discard (ac Bottled Lightning)
Recovery
Reset
Draw ac Plaguebringer's Mask, Potion of Heroism, Delve, Liquid Persuasion
Summary
Location = #4: Blood Pool
Acquired = 4: Wolverine
Banished = 3: Smoke Slayer
Examined =
From Box =
Used =
Give = Radovan - gets ac The Real Rabbit Prince
Harrow, Promo, Suit: Keys, Veteran
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
Other =
Hand: ac Seeking Longbow, Steel Ibis Lamellar, ac Plaguebringer's Mask, Potion of Heroism, Delve, Liquid Persuasion,
Displayed: ac Magic Mithral Chain Mail, , , , , ,
Deck: 17 Discard: 2 Buried: 3
"Notes: Distant:
Other: PoHeroism: +1d6 for a turn. Available
Liquid Persuasion: +1d10+4 vs Wisdom/Charisma. Available"
Dexterity d12 +3
- Disable: Dexterity +1
Constitution d6 +0
Intelligence d10 +1
- Craft: Intelligence +3
Wisdom d6 +0
- Perception: Wisdom +2
Charisma d4 +0
Favored Card: Weapon
Hand Size: 6
Proficient With: Light Armors Weapons
POWERS:
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it ([X] or shuffle it into your deck) instead.
You may discard a card that has the Alchemical trait ([ ] or any 2 cards) to add your Intelligence skill ([ ] +2) to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check) ([ ] or your Strength check when you do not play a weapon).
[X] When you defeat a barrier that has the Obstacle trait ([X] or any barrier), you may explore again.
[X]At the end of your turn, you may recharge a random card ([ ] or any card) from your discard pile ([ ] or your buried cards)
[X][X][ ][ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
Hero Points Available 3
Paizo Reroll AVAILABLE
Play Mat Card Draw AVAILABLE
| Amli - Akaitora |
Starting Amli's turn. The hour is Norgorber's Shadow. Hour Power: On your Stealth check or your check that invokes the Poison trait, add 1d4.
At the start of her turn, Amli will swap her Blessing of Cayden Cailean with Divine Fortune in her discard pile.
Between phases, Amli displays Divine Fortune. All characters local to Amli can add 1d6 to their checks.
Amli will move to Blood Pool.
Amli explores to encounter Blood Pool Card 5: Basilisk. Due to scenario effect, Amli will encounter a random monster which gains the undead trait: Pixie Gang.
Pixie Gang
Core
Monster 2
Traits:
Fey
Swarm
To Defeat:
Combat 13
OR Dexterity
Acrobatics 10
On the check to defeat, add the number of other local characters.
If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.
Since I don't want to overshoot, Amli will discard her Wolfhide Armor to roll 1d10 for her Acrobatics check. She gets to add 2 to the check (other local characters) and Divine Fortune adds +1d6.
CtD Acrobatics 10: 1d10 + 1d6 + 2 ⇒ (6) + (2) + 2 = 10
*Chef's Kiss*. Perfection. Now for the real encounter, Radovan, Damiel and Amli have to make a Constitution, Fortitude or Perception 6 check or be Dazed and Entangled and recharge their hands.
BYA Fortitude 6: 1d10 + 4 + 1d6 ⇒ (2) + 4 + (4) = 10
For her check to defeat, Amli will reveal her Golembane Hammer +2 to use her Melee +1d8+2. After revealing a weapon for her check, she will display her Blessing of Shax and Blessing of Pharasma to add 4 to her check.
CtD Combat, Melee 14: 1d8 + 4 + 1d8 + 2 + 1d6 + 4 ⇒ (1) + 4 + (1) + 2 + (3) + 4 = 15
I guess Amli was all about being precise this turn. If anyone failed their BYA check and were Dazed and Entangled, they remove those conditions.
Amli will end her turn. When she does, she will retrieve from her display area Blessing of Pharasma and Blessing of Shax. Then she will reset her hand.
Hand: Blessing of Pharasma, Golembane Hammer +2, Grappler's Mask, Blessing of Shax, Mountain Pattern Armor,
Displayed: Dwarven Plate, Divine Fortune,
Deck: 7 Discard: 7 Buried: 0
Current Location: Blood Pool
Hero Points: 1
NOTES:
Available Support: DIVINE FORTUNE IS UP. +1D6 to all checks local to Amli. Use my Blessings for any and all reasons. Feel free to display any number of my blessings or armors to add 2 per each one displayed to your local check after revealing a weapon or armor.
Other: Don't forget! If local to Amli and you play a Blessing on her check, you can recharge any card from your discard
Middle of Deck (Unknown Order): Mighty Steed, Weapon of Awe, Pillaging Mace, War Drum, Fortified Breastplate
Recharged: Blessing of Tsukiyo, Dwarven Earthbreaker +1,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Craft: Constitution +1
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Charisma d6 ☐ +1
Ship: Truewind
When commanding:: You may discard a card from the blessings deck to recharge a random card from your discard pile.
Plunder: W(0) S(2) Ar(0) I(0) Al(0) B(0)
Favored Card: Weapon or Armor
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Weapons, Armor, Divine
POWERS:
When a character plays a weapon or an armor for its power on a check, you may display any number of blessings and armors; for each card displayed, add 1 (☑ 2) to that check. Before you reset your hand (☐ and at the start of your turn), draw the displayed cards.
After another character at your location plays a blessing on your check, they may recharge a random weapon or armor (☑ or card of a type of your choice) from their discard pile. (☐ Then you may do the same.)
☑ At the start of your turn (☐ and after you reset your hand), you may exchange 1 card in your hand with a weapon or an armor (☑ or a spell or a blessing) in your discard pile.
☐ When you play an ally to explore your location, you may recharge it. If you do, after the exploration, (☐ you may shuffle your deck, then you must) end your turn.
☐ When you play a blessing that has the Kols or Torag trait, you may recharge it instead of discarding it.
| BR Akaitora |
During This Adventure: The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.
During This Scenario: STORY BANES
Dangers: Each time you encounter the danger, randomly choose new Dragon's Demand Undead story bane.
Villain: Planar Rift
Henchmen: Cultists (Society of the Veil) - Proxy A
Core Story Bane 1
Type: Monster
Traits: Cultist Human Veteran
To Defeat: Combat 10+## OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Core Story Bane 1
Type: Barrier
Traits: Magic Obstacle Veteran
To Defeat: Combat 11+## OR Arcane Divine 6+#
Cannot be evaded. Before acting, a local character summons and encounters the danger. The difficulty to defeat is increased by the number of locations.
DURING THIS SCENARIO
When you encounter a monster from a location, a local character summons and encounters a monster; the summoned monster gains the Undead trait and is immune to Mental and Poison.
DRAGON'S DEMAND STORY BANE ROSTER
Scenario Level (#): 4
Turn: 15, Radovan/Grimsnik
Monsters
Core
Monster 3
Traits:
Ghoul
Undead
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.
CotCT
Monster 2
Traits:
Animal
Aquatic
To Defeat:
Combat 15
Vulnerable to Cold.
If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.
Core
Monster 2
Traits:
Outsider
To Defeat:
Combat 11
Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
This encounter cannot be avenged.
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
Barriers
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.
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 10
If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
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.
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.
Weapons
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.
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.
CotCT
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 2
Traits:
2-Handed
Electricity
Magic
Melee
Polearm
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
Core
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When a character encounters a monster, banish to let them evade it; a local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
On any combat check, freely banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 11
Display. While displayed:
* For your combat checks, you may use Arcane + 3d6.
* At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
CotCT
Spell 4
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Display. While displayed:
* When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
* At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
Armors
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 3
Traits:
Gray Maiden
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 10
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
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
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
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.
CotCT
Item 4
Traits:
Alchemical
Attack
Electricity
Liquid
Ranged
To Acquire:
Intelligence 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.
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 11
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Craft 9
When you encounter a bane, recharge to evade it.
When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1.
Allies
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.
CotCT
Ally 2
Traits:
Human
Swashbuckler
To Acquire:
Charisma
Diplomacy
Melee 9
On a local combat or Charisma check, recharge to add 1d6.
Discard to explore. If you are at an Aquatic location, recharge instead.
Core
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
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.
CotCT
Ally 3
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 10
OR Charisma
Diplomacy 14
At the start of your turn, reveal to heal the ally Acadamae Student.
On your Arcane check or your check against an Outsider card, reveal to add 1.
Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.
Blessings
Core
Blessing 1
Traits:
Deity: Erastil
Divine
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.
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.
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.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Hour Power: No effect.
Current Hour:
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hours Remaining: 15
Hourglass
The Beating
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
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.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
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.
Lady of Valor
Core
Blessing 3
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
To Acquire:
Charisma
Diplomacy
Divine 8
On another character's check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
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.
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
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.
The Healing Light
Core
Blessing 3
Traits:
Deity: Sarenrae
Divine
When this is the hour: Characters cannot suffer scourges.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless. If the character succeeds at the check, heal them for a card.
Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
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.
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.
The Keep
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
Location #1: Crypt
Sacred
Underground
Urban
At This Location: The difficulty of checks against Undead banes is increased by 3.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
CotCT
Spell 3
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 2; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4+1 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
Core
Monster 2
Traits:
Construct
To Defeat:
Combat 12
OR Craft 8
Immune to Mental and Poison.
Resistant to Melee and Ranged.
If undefeated, suffer the scourge Poisoned.
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
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.
CotCT
Monster 2
Traits:
Undead
Vampire
To Defeat:
Combat 15
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Location #3: Reading Room
Sacred
Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: None
Core
Story Bane 1
Type: Barrier
Traits:
Magic
Obstacle
Veteran
To Defeat:
Combat 11+##
OR Arcane
Divine 6+#
Cannot be evaded.
Before acting, a local character summons and encounters the danger.
The difficulty to defeat is increased by the number of locations.
Core
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
CotCT
Spell 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to let a local character draw 2 cards. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
CotCT
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Knowledge 9
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
CotCT
Spell 2
Traits:
Arcane
Attack
Cold
Divine
Magic
Undead
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Location #4: Blood Pool
Urban
At This Location: After you discard cards as damage, bury a card from your discards.
When Closing: Bury 2 cards.
When Permanently Closed: Heal a card.
M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Amli/Akaitora, Radovan/Grimsnik, Damiel/MatsuKurisu, None
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
CotCT
Monster 3
Traits:
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.
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.
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.
Core
Spell 2
Traits:
Divine
Magic
Animal
To Acquire:
Wisdom
Divine 7
Display. While displayed:
* On your Dexterity and Charisma checks, add 1d6.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.
Location #5: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Korundo/morph147, None
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.
Core
Monster 2
Traits:
Troll
Veteran
To Defeat:
Combat 8+##
THEN Combat 10+##
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
CotCT
Ally 2
Traits:
Dragon
To Acquire:
Wisdom
Arcane
Survival 9
On a local combat check, recharge to add 1d6 and the Mental trait.
Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
CotCT
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Location #7: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
Located/Displayed Here: None
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
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.
| Grimsnik's Radovan |
OOT updates- Received The Real Rabbit Prince. Cannot fail the Fort Save.
Hourglass: Sands of the Hour
Radovan finds a picture of the open sky but is unsure about it.Str 4+4: 1d8 + 2 ⇒ (3) + 2 = 5 #1 The Big Sky- failed to acquire. Discard Blessing of Abadar to explore.
EOT- Discard Grappler's Mask and The Worldbreaker.
Hand: Shadowless Sword, Pilaging Mace, Fortified Breastplate, Striking Wing Scimitar, Sawtooth Sabre +2, Blessing of Abadar,
Displayed: Fell: Garden Guardian, Red War Paint,
Deck: 13 Discard: 4 Buried: 2
Hero Points: 2
"NOTES:
Available Support: T-shirt Re-Roll: Available; Playmat- Available
Movement: Blessing are available to use; Move to crypt
Other: If local reduce fire, poison or range damage by 1"
"
Middle of Deck (Unknown Order): Blessing of Shax, Keren Rhinn, Surgeon, Elyana, Grogul, Red Carriage, Thieves' Tools, Blessing of the Samurai
Recharged: Arnisant,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dex +2; Stealth: Dex +2; Acrobatics: Dex +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Con +2
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armor, Weapons
POWERS:
"At the start of the scenario, display any 1 devil form ([x] or 2 devil
forms, [X ]or 3 devil forms). Once per turn, when a character at your location is dealt damage
by a bane, display a monster from the box next to a displayed devil
form."
Reduce Fire, Poison, or Ranged Combat damage ([ ]or damage dealt by a summoned monster) dealt to you ( [ x] or to a character at your location) by 1 ([ ] 2) ([ ] 3).
Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
[ ]When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
[X]When a monster encountered by a character at your location is undefeated ([X ] or when you defeat a monster), display a monster from the box next to a displayed devil form.
"Quang- You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number."
"Norge- You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number.
"
"Fell Viridio- You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number."
Location: Blood Pool
#1 The Big Sky- Banish
Damiel {CD} - Matsu Kurisu
|
During Amli's turn
Perception 1d6+2, Divine Favor +1d6
Perception 6: 1d6 + 2 + 1d6 ⇒ (6) + 2 + (2) = 10 - success
| Morph147 Korundo |
Hour is The Beating
Hour power is When you encounter a monster from a location, before acting, another local character summons and encounters it.
start of turn
Korundo keeps same power feat.
First explore
Korundo encounters Twisting Passages Card 1: Henchman Proxy A3, which is a cultrist. Must first encounter random monster. Encounter RM #1 Ghast. Discard Elk to evade Ghast
Will reveal Blackjack's Rapier to use Melee+1d6+2, reload it to add 1d4. Reveal Aspect of the stag to add animal and 1d4. Recharge Saber-toothed tiger to add 1d6. I want to make sure this is dead so will use Amli's Blessing of Shax to add 2 die to the check.
Combat 10+4+4: 1d10 + 3 + 1d6 + 2 + 1d4 + 1d4 + 1d6 + 2d10 ⇒ (2) + 3 + (3) + 2 + (2) + (1) + (1) + (6, 2) = 22 Success
attempt to close. Reveal aspect of the stag to add 1d4.
Divine 5+4: 1d8 + 6 + 1d4 ⇒ (4) + 6 + (2) = 12 Success. Close Blood Pool. have to move to random location
Random location 1,3,4: 1d3 ⇒ 1 Korundo moved to the crypt
end turn. reset hand
"
Hand: ac Blackjack's Rapier, Headband of the Wolf, Aspect of the Bear, Aspect of the Stag, Animal Call,
Displayed: Leryn,
Deck: 14 Discard: 3 Buried: 0
Notes: power feat: recharge card to use blah in place of blah,
Sideboard cards:Skills and Powers:Skills:
Strength: d10 ◼️ +1 □ +2 □ +3 □ +4
Melee: Strength+2
Dexterity: d6 □ +1 □ +2
Constitution: d10 ◼️ +1 □ +2 □ +3
Intelligence: d4 □ +1
Wisdom: d8 ◼️ +1 ◼️ +2 ◼️ +3
Divine: Wisdom+3
Survival: Wisdom+2
Charisma: d4 □ +1 □ +2Favored Card: Ally or Spell
Hand Size: 4 ◼️5 □6□7
Proficient with: Light Armors □Heavy Armors Weapons
Role Card: Primal Master
Powers:
At the start (◼️ or when you encounter a bane) of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6(□1d10) and add the Animal and Melee traits. (□After the roll, you may additionally recharge that card to add its adventure deck number)(□or discard it to reroll the dice and take the new result).
◼️Add 1d4 to your check that invokes the Animal Triat
◼️You may recharge a card (◼️ or reveal a card that has the Animal trait) to add the Animal trait to your check.
◼️When you attempt an Acrobatics, Fortitude, Perception, or Stealth check, you may discard (□ or recharge) a card to use your Survival skill instead of the listed skill
□ At the end of your turn, you may discard a card to draw a card that has the Animal trait from your discard pile (□ or to exchange your displayed Hunter Class Deck corhort for another Hunter Class Deck cohort from the box).Cohorts:
LerynTraits: Animal
Display this card. While displayed, you gain the skill Perception: Wisdom+2.
While displayed, at the start of your turn, you may examine the top card of your location deck.
While displayed you may put this card on top of your deck to examine the top 2 cards of your location deck; if you have a role card, you may put them back in any order.
"
Upkeep
Twisting Passages henchman defeated and closed.
[b]Amli blessing of shax used
Korundo moved to the Crypt.
Damiel {CD} - Matsu Kurisu
|
Out of Turn updates:
Turn order: Damiel/Matsu Kurisu, Amli/Akaitora, Radovan/@mikeo37, Korundo/morph147,
Blessing = 2 Damiel/MatsuKurisu: Orison
When this is the hour:No effect
Start of Turn
At: #4: Blood Pool
Give: No
Move: No
At This Location: After you discard cards as damage, bury a card from your discards.
Recovery Delve, fetch Potion of Restoration
Recovery Potion of Restoration, Draw (Major Cure, Flame Cannon)
Recovery Major Cure, heal Radovan: 1d4 + 1 ⇒ (2) + 1 = 3 & Damiel 1
healed card 1: 1d2 ⇒ 1 - (hw The Queen Mother)
Free explore = 2: Inquisitor Devil, Monster 3: Combat 17
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.
Scenario Effect, Radovan summons a random monster and then evades it :-)
Reveal ac Seeking Longbow 1d12+3+1d8+2, Reload ac Plaguebringer's Mask +1d8
Combat 17: 1d12 + 3 + 1d8 + 2 + 1d8 ⇒ (6) + 3 + (4) + 2 + (2) = 17 - Banished
End of Turn
Damiel.EoT - Recharge random card: 1d1 ⇒ 1 from discard (ac Tangleburn Bag)
Recovery
Shuffle Delve, Potion of Restoration, Major Cure
Reset
Draw Galvanic Chakram +1
Summary
Location = #4: Blood Pool
Acquired =
Banished = 2: Inquisitor Devil,
Examined =
From Box =
Used =
Give =
Other = heal Radovan: 3
Hand: ac Seeking Longbow, Steel Ibis Lamellar, Liquid Persuasion, Potion of Heroism, Flame Cannon, Galvanic Chakram +1,
Displayed: ac Magic Mithral Chain Mail, , , , , ,
Deck: 19 Discard: 0 Buried: 3
"Notes: Distant: Flame Cannon: +2d8 Fire on Combat. Available
Other: PoHeroism: +1d6 for a turn. Available
Liquid Persuasion: +1d10+4 vs Wisdom/Charisma. Available"
Dexterity d12 +3
- Disable: Dexterity +1
Constitution d6 +0
Intelligence d10 +1
- Craft: Intelligence +3
Wisdom d6 +0
- Perception: Wisdom +2
Charisma d4 +0
Favored Card: Weapon
Hand Size: 6
Proficient With: Light Armors Weapons
POWERS:
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it ([X] or shuffle it into your deck) instead.
You may discard a card that has the Alchemical trait ([ ] or any 2 cards) to add your Intelligence skill ([ ] +2) to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check) ([ ] or your Strength check when you do not play a weapon).
[X] When you defeat a barrier that has the Obstacle trait ([X] or any barrier), you may explore again.
[X]At the end of your turn, you may recharge a random card ([ ] or any card) from your discard pile ([ ] or your buried cards)
[X][X][ ][ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
Hero Points Available 3
Paizo Reroll AVAILABLE
Play Mat Card Draw AVAILABLE
| Amli - Akaitora |
During Radovan's turn, Divine Fortune wasn't added, so I'll retroactively add it to his check to acquire The Big Sky.
Adding to CtA The Big Sky: 1d6 ⇒ 6
The Big Sky would have been acquired instead. Radovan might need to fix his hand.
During Korundo's turn, Amli discarded Blessing of Shax to bless Korundo's Melee check twice.
Starting Amli's turn. The hour is Rovagug's Destruction. Hour Power: On your check, you may banish a random blessing from your discards to bless.
At the start of her turn, Divine Fortune is banished to recovery. Also at the start of her turn, Amli will swap Blessing of Pharasma in her hand with Major Cure in her discard pile.
Between phases, Amli will banish Major Cure to recovery to heal herself.
Cure Amli: 1d4 + 2 ⇒ (4) + 2 = 6
Amli will now explore Blood Pool to encounter Blood Pool Card 3: Proxy A - Cultist! Due to scenario rules, Radovan encounters a random monster, which is evaded.
For her check to defeat, Amli will reveal and discard her Golembane Hammer to use her Melee +1d8+2+1d6. I will also ask Radovan to discard his Blessing of Abadar. He may then recharge any card from his discard pile. Finally, I will take advantage of the hour power to banish Blessing of Gorum from my discards (it's the only Blessing there) to bless my check again.
CtD Combat, Melee 18: 3d8 + 4 + 1d8 + 2 + 1d6 ⇒ (8, 5, 4) + 4 + (7) + 2 + (1) = 31
Defeated! Amli will close Blood Pool by burying Grappler's Mask and Mountain Pattern Armor in her hand.
On closing, Amli will move to the Crypt.
Amli will then end her turn. During Recovery, she will fail the checks to recharge Divine Fortune and Major Cure on purpose. Then she will reset her hand.
Hand: Blessing of Pharasma, Blessing of Gozreh, War Drum, Fortified Breastplate, Dwarven Earthbreaker +1,
Displayed: Dwarven Plate,
Deck: 8 Discard: 4 Buried: 2
Current Location: Crypt
Hero Points: 1
NOTES:
Available Support: Use my Blessings for any and all reasons. Feel free to display any number of my blessings or armors to add 2 per each one displayed to your local check after revealing a weapon or armor.
Other: Don't forget! If local to Amli and you play a Blessing on her check, you can recharge any card from your discard
Middle of Deck (Unknown Order): Blessing of Cayden Cailean, Blessing of Tsukiyo, Wolfhide Armor, Blessing of Shax, Mighty Steed, Weaponrack Backpack, Weapon of Awe, Pillaging Mace
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Craft: Constitution +1
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Charisma d6 ☐ +1
Ship: Truewind
When commanding:: You may discard a card from the blessings deck to recharge a random card from your discard pile.
Plunder: W(0) S(2) Ar(0) I(0) Al(0) B(0)
Favored Card: Weapon or Armor
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Weapons, Armor, Divine
POWERS:
When a character plays a weapon or an armor for its power on a check, you may display any number of blessings and armors; for each card displayed, add 1 (☑ 2) to that check. Before you reset your hand (☐ and at the start of your turn), draw the displayed cards.
After another character at your location plays a blessing on your check, they may recharge a random weapon or armor (☑ or card of a type of your choice) from their discard pile. (☐ Then you may do the same.)
☑ At the start of your turn (☐ and after you reset your hand), you may exchange 1 card in your hand with a weapon or an armor (☑ or a spell or a blessing) in your discard pile.
☐ When you play an ally to explore your location, you may recharge it. If you do, after the exploration, (☐ you may shuffle your deck, then you must) end your turn.
☐ When you play a blessing that has the Kols or Torag trait, you may recharge it instead of discarding it.
Amli will recharge her War Drum to draw her Dragonbane Greatsword +2 from her discard pile.
Hand: Blessing of Pharasma, Blessing of Gozreh, Dragonbane Greatsword +2, Fortified Breastplate, Dwarven Earthbreaker +1,
Displayed: Dwarven Plate,
Deck: 9 Discard: 3 Buried: 2
Current Location: Crypt
Hero Points: 1
NOTES:
Available Support: Use my Blessings for any and all reasons. Feel free to display any number of my blessings or armors to add 2 per each one displayed to your local check after revealing a weapon or armor.
Other: Don't forget! If local to Amli and you play a Blessing on her check, you can recharge any card from your discard
Middle of Deck (Unknown Order): Pillaging Mace, Blessing of Tsukiyo, Blessing of Shax, Blessing of Cayden Cailean, Wolfhide Armor, Weapon of Awe, Mighty Steed, Weaponrack Backpack
Recharged: War Drum,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Craft: Constitution +1
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Charisma d6 ☐ +1
Ship: Truewind
When commanding:: You may discard a card from the blessings deck to recharge a random card from your discard pile.
Plunder: W(0) S(2) Ar(0) I(0) Al(0) B(0)
Favored Card: Weapon or Armor
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Weapons, Armor, Divine
POWERS:
When a character plays a weapon or an armor for its power on a check, you may display any number of blessings and armors; for each card displayed, add 1 (☑ 2) to that check. Before you reset your hand (☐ and at the start of your turn), draw the displayed cards.
After another character at your location plays a blessing on your check, they may recharge a random weapon or armor (☑ or card of a type of your choice) from their discard pile. (☐ Then you may do the same.)
☑ At the start of your turn (☐ and after you reset your hand), you may exchange 1 card in your hand with a weapon or an armor (☑ or a spell or a blessing) in your discard pile.
☐ When you play an ally to explore your location, you may recharge it. If you do, after the exploration, (☐ you may shuffle your deck, then you must) end your turn.
☐ When you play a blessing that has the Kols or Torag trait, you may recharge it instead of discarding it.
| BR Akaitora |
I moved Damiel and Radovan to the Crypt for simplicity's sake. Feel free to retroactively move somewhere if you wish.
Radovan needs to fix his hand to include The Big Sky, which would have been acquired instead of Banished due to having missed the effect of Divine Fortune.
During This Adventure: The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.
During This Scenario: STORY BANES
Dangers: Each time you encounter the danger, randomly choose new Dragon's Demand Undead story bane.
Villain: Planar Rift
Henchmen: Cultists (Society of the Veil) - Proxy A
Core Story Bane 1
Type: Monster
Traits: Cultist Human Veteran
To Defeat: Combat 10+## OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Core Story Bane 1
Type: Barrier
Traits: Magic Obstacle Veteran
To Defeat: Combat 11+## OR Arcane Divine 6+#
Cannot be evaded. Before acting, a local character summons and encounters the danger. The difficulty to defeat is increased by the number of locations.
DURING THIS SCENARIO
When you encounter a monster from a location, a local character summons and encounters a monster; the summoned monster gains the Undead trait and is immune to Mental and Poison.
DRAGON'S DEMAND STORY BANE ROSTER
Scenario Level (#): 4
Turn: 19, Radovan/Grimsnik
Monsters
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
CotCT
Monster 3
Traits:
Aberration
Aquatic
To Defeat:
Combat 19
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.
Core
Monster 2
Traits:
Obstacle
Ooze
To Defeat:
Combat 12
OR Craft 9
Immune to Electricity, Mental, and Poison.
If you are at an Underground location, the difficulty to defeat is increased by 4.
Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.
CotCT
Monster 2
Traits:
Devil
Outsider
To Defeat:
Combat 14
OR Arcane 9
Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
If undefeated, suffer the scourge Plagued.
CotCT
Monster 4
Traits:
Animal
Swarm
To Defeat:
Combat 10
THEN Combat 11
THEN Combat 12
Vulnerable to Attack.
If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.
Barriers
CotCT
Barrier 4
Traits:
Curse
Trigger
To Defeat:
Intelligence
Perception 11
OR Wisdom
Divine 13
When examined, encounter this barrier.
If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
CotCT
Barrier 2
Traits:
Lock
Trap
To Defeat:
Strength
Dexterity
Disable
Divine 10
If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
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.
Weapons
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.
Core
Weapon 2
Traits:
2-Handed
Electricity
Magic
Melee
Polearm
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
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.
CotCT
Weapon 3
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.
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.
Spells
CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
Display next to a location. While displayed:
* Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
* At the start of your turn or when this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
CotCT
Spell 2
Traits:
Arcane
Attack
Magic
Undead
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to use Arcane + 2d6, then you may heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Core
Spell 2
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
Spell 2
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 7
On a local combat check, banish to add 1d4+1 and the Fire trait.
On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
Display next to a local character.
While displayed:
* This character's Strength and Constitution skills are 1d12+4.
* On this character's Strength checks, add 1d4.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 check to recharge it instead.
Armors
CotCT
Armor 3
Traits:
Gray Maiden
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 10
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.
Core
Armor 2
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 8
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
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.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
Items
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* Remove your scourge Frightened.
* You may banish to ignore a monster's before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 11 check to recharge this card.
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Fortitude 7
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.
Core
Item 2
Traits:
Magic
Object
To Acquire:
Charisma
Diplomacy
Fortitude
Melee 10
Display. While displayed:
* On all combat checks, add 1. If any character fails a combat check, bury this item.
* Bury to remove a total of up to 1d4 scourges from any number of characters.
If proficient with armors, when you would bury this item for its power, you may discard it instead.
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Constitution
Divine
Fortitude 7
OR Craft 5
Banish or shuffle into another character's deck to remove a scourge from any character.
DURING RECOVERY
If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.
CotCT
Item 4
Traits:
Alchemical
Attack
Electricity
Liquid
Ranged
To Acquire:
Intelligence 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.
Allies
Core
Ally 3
Traits:
Genie
Outsider
To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
CotCT
Ally 4
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 11
If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.
Core
Ally 2
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 14
Recharge to move. You may not use this power during an encounter.
On a local combat check, recharge to add 1d6.
Discard to explore. This exploration, on your first combat check, add 1d6.
CotCT
Ally 2
Traits:
Fighter
Human
To Acquire:
Strength
Melee 10
THEN Charisma
Diplomacy 9
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
CotCT
Ally 4
Traits:
Human
Skald
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Barrier 0
Display. While displayed:
* On all Strength and Acrobatics checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Strength and Acrobatics checks, add 3.
Blessings
Core
Blessing 1
Traits:
Deity: Nethys
Divine
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Erastil
Divine
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.
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Hour Power: On your check, you may discard an armor or the top card of your deck to add 1d6.
Current Hour:
Core
Blessing 3
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6.
To Acquire:
Charisma
Diplomacy
Divine 8
On another character's check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Hours Remaining: 11
Hourglass
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
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.
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
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.
The Healing Light
Core
Blessing 3
Traits:
Deity: Sarenrae
Divine
When this is the hour: Characters cannot suffer scourges.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless. If the character succeeds at the check, heal them for a card.
Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
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.
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.
The Keep
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
Location #1: Crypt
Sacred
Underground
Urban
At This Location: The difficulty of checks against Undead banes is increased by 3.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Amli/Akaitora, Radovan/Grimsnik, Damiel/MatsuKurisu, None
CotCT
Spell 3
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 2; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4+1 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
Core
Monster 2
Traits:
Construct
To Defeat:
Combat 12
OR Craft 8
Immune to Mental and Poison.
Resistant to Melee and Ranged.
If undefeated, suffer the scourge Poisoned.
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
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.
CotCT
Monster 2
Traits:
Undead
Vampire
To Defeat:
Combat 15
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Location #3: Reading Room
Sacred
Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: None
Core
Story Bane 1
Type: Barrier
Traits:
Magic
Obstacle
Veteran
To Defeat:
Combat 11+##
OR Arcane
Divine 6+#
Cannot be evaded.
Before acting, a local character summons and encounters the danger.
The difficulty to defeat is increased by the number of locations.
Core
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
CotCT
Spell 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to let a local character draw 2 cards. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
CotCT
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Knowledge 9
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
CotCT
Spell 2
Traits:
Arcane
Attack
Cold
Divine
Magic
Undead
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Location #5: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Korundo/morph147, None
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.
Core
Monster 2
Traits:
Troll
Veteran
To Defeat:
Combat 8+##
THEN Combat 10+##
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
CotCT
Ally 2
Traits:
Dragon
To Acquire:
Wisdom
Arcane
Survival 9
On a local combat check, recharge to add 1d6 and the Mental trait.
Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
CotCT
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Location #7: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
Located/Displayed Here: None
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
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.
| Grimsnik's Radovan |
OOT updates- Sawtooth Saber +2 was last card drawn so it is shuffled back into deck when I acquired The Big Sky due to Divine Fortune. Discard BoAbadar for check. card not healed: 1d4 ⇒ 1
Hourglass:Lady of Valor: On your check, you may discard an armor or the top card of your deck to add 1d6.
Radovan finds a book but is unable to understand it. #1 Harrowing- auto fail check. Discard The Big Sky to explore.
A harpy sings its song at the group. BYA Wisdom 6: 2d6 ⇒ (4, 2) = 6 Discard top card of deck for hourglass power
Radovan runs up and swings his mace. Combat 10: 1d8 + 2 + 1d8 + 1 + 1d4 + 2 ⇒ (1) + 2 + (7) + 1 + (4) + 2 = 17 Reveal Pillaging Mace. Examine top card of location- Metal Cobra. Display Diseased Rat next to Quang.
EOT- discard Striking Wing Scimitar.
Hand: Shadowless Sword, Pilaging Mace, Fortified Breastplate, Arnisant, Elyana, Surgeon,
Displayed: Fell: Garden Guardian, Red War Paint, Quang: Diseased Rat,
Deck: 13 Discard: 5 Buried: 2
Hero Points: 2
"NOTES:
Available Support: T-shirt Re-Roll: Available; Playmat- Available
Movement: Blessing are available to use; Move to Reading Room
Other: If local reduce fire, poison or range damage by 1"
"
Middle of Deck (Unknown Order): Blessing of the Samurai, Blessing of Shax, Thieves' Tools, Grappler's Mask, Keren Rhinn, Red Carriage, The Worldbreaker, Sawtooth Sabre +2, The Real Rabbit Prince
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dex +2; Stealth: Dex +2; Acrobatics: Dex +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Con +2
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armor, Weapons
POWERS:
"At the start of the scenario, display any 1 devil form ([x] or 2 devil
forms, [X ]or 3 devil forms). Once per turn, when a character at your location is dealt damage
by a bane, display a monster from the box next to a displayed devil
form."
Reduce Fire, Poison, or Ranged Combat damage ([ ]or damage dealt by a summoned monster) dealt to you ( [ x] or to a character at your location) by 1 ([ ] 2) ([ ] 3).
Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
[ ]When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
[X]When a monster encountered by a character at your location is undefeated ([X ] or when you defeat a monster), display a monster from the box next to a displayed devil form.
"Quang- You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number."
"Norge- You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number.
"
"Fell Viridio- You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number."
Location: Crypt
#1- Harrowing- Banished
#2- Harpy- Banished
#3- Metal Cobra- examined
Korundo needs to make a Wisdom 6 check or be moved to the crypt.
| Morph147 Korundo |
Hour is At the start of the turn, any character may recharge a card to move.
Start of turn
Korundo will change power feat to +1d10.
Reveal Headband of the wolf to recharge aspect of the wolf from discard pile.
Discard Animal Call, to get Giant Raven from deck.
First explore
Encounter Crypt Card 3: Metal Cobra. First encounter random monster Diseased Rats.
Will play and reload Blackjack's Rapier to use Melee+1d6+2, animal trait invoked so add 1d4. rats have undead so difficulty increased by 3 due to difficulty.
Combat 13+3: 1d10 + 3 + 1d6 + 2 + 1d4 + 1d4 ⇒ (2) + 3 + (6) + 2 + (1) + (3) = 17 Success, however suffer plagued.
Against metal cobra, reveal aspect of the stag to use survival+1d10+1d4 and animal and melee traits. Recharge Giant raven to add 1d6 to the check. metal cobra resistant to melee
Combat 12+4: 1d8 + 5 + 1d10 + 1d4 + 1d6 ⇒ (2) + 5 + (2) + (3) + (6) = 18 Success
Recharge Headband of the wolf to examine top card of the deck:
Crypt Card 4: Death's Touch (spell 4)
End of turn
suffer from scourage plagued,
Con 3+4: 1d10 + 1 ⇒ (3) + 1 = 4 bury Blackjack's Rapier
reset hand end turn.
"
Hand: ac The Mute Hag, Desna's Star, Aspect of the Bear, Aspect of the Stag, Blessing of the Ancients 2,
Displayed: Leryn,
Deck: 13 Discard: 3 Buried: 1
Notes: power feat: +1d10, currently suffering from plagued
Sideboard cards:Skills and Powers:Skills:
Strength: d10 ◼️ +1 □ +2 □ +3 □ +4
Melee: Strength+2
Dexterity: d6 □ +1 □ +2
Constitution: d10 ◼️ +1 □ +2 □ +3
Intelligence: d4 □ +1
Wisdom: d8 ◼️ +1 ◼️ +2 ◼️ +3
Divine: Wisdom+3
Survival: Wisdom+2
Charisma: d4 □ +1 □ +2Favored Card: Ally or Spell
Hand Size: 4 ◼️5 □6□7
Proficient with: Light Armors □Heavy Armors Weapons
Role Card: Primal Master
Powers:
At the start (◼️ or when you encounter a bane) of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6(□1d10) and add the Animal and Melee traits. (□After the roll, you may additionally recharge that card to add its adventure deck number)(□or discard it to reroll the dice and take the new result).
◼️Add 1d4 to your check that invokes the Animal Triat
◼️You may recharge a card (◼️ or reveal a card that has the Animal trait) to add the Animal trait to your check.
◼️When you attempt an Acrobatics, Fortitude, Perception, or Stealth check, you may discard (□ or recharge) a card to use your Survival skill instead of the listed skill
□ At the end of your turn, you may discard a card to draw a card that has the Animal trait from your discard pile (□ or to exchange your displayed Hunter Class Deck corhort for another Hunter Class Deck cohort from the box).Cohorts:
LerynTraits: Animal
Display this card. While displayed, you gain the skill Perception: Wisdom+2.
While displayed, at the start of your turn, you may examine the top card of your location deck.
While displayed you may put this card on top of your deck to examine the top 2 cards of your location deck; if you have a role card, you may put them back in any order.
"
Upkeep
Banish Random monster #1 and Crypt #3
Examine Crypt #4
Damiel {CD} - Matsu Kurisu
|
Out of Turn updates:
Moved to Crypt by Harpy
Turn order: Damiel/Matsu Kurisu, Amli/Akaitora, Radovan/@mikeo37, Korundo/morph147,
Blessing = 2 Damiel/MatsuKurisu: Gorum's Iron
When this is the hour:On your non-Attack combat check, add 1.
Start of Turn
At: #1: Crypt
Give: No
Move: #5: Twisting Passages
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
Display Potion of Heroism
Free explore = 1: Henchman Proxy A3
Cultist, Core Story Bane 1, Monster: Combat 18(10+4+4)
To Defeat: Combat 10+## OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Scenario Effect, Damiel summons a random monster
M2: Enormous Reefclaw, Monster 3: Combat 19
Aberration
Aquatic
To Defeat:
Combat 19
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.
BYA 1 Combat damage, reveal Steel Ibis Lamellar -3 to 0
Reveal ac Seeking Longbow 1d12+3+1d8+2, Potion of Heroism +1d6, Freely discard Galvanic Chakram +1 +1d4+1
Combat 19: 1d12 + 3 + 1d8 + 2 + 1d6 + 1d4 + 1 ⇒ (6) + 3 + (8) + 2 + (5) + (4) + 1 = 29 Success. Monster text forces reroll
Combat 19: 1d12 + 3 + 1d8 + 2 + 1d6 + 1d4 + 1 ⇒ (10) + 3 + (4) + 2 + (2) + (4) + 1 = 26 - Banished
Fighting Cultist
Reveal ac Seeking Longbow 1d12+3+1d8+2, Potion of Heroism +1d6, Damiel.Alchemical discard(Flame Cannon) +1d10+1
Combat 18: 1d12 + 3 + 1d8 + 2 + 1d6 + 1d10 + 1 ⇒ (6) + 3 + (6) + 2 + (5) + (2) + 1 = 25 - Banished
#5: Twisting Passages
When Closing: Succeed at a Wisdom or Survival 9(5+4) check.
Wisdom 1d6, Recovery Liquid Persuasion 1d10+4, Potion of Heroism +1d6
Wisdom 9: 1d6 + 1d10 + 4 + 1d6 ⇒ (2) + (6) + 4 + (6) = 18 - CLOSED
When Permanently Closed: Move to #1: Crypt or #3: Reading Room: 1d2 ⇒ 2 #3: Reading Room
End of Turn
Damiel.EoT - Recharge random card: 1d2 ⇒ 1 from discard (Galvanic Chakram +1)
Recovery
Shuffle Liquid Persuasion, Potion of Heroism
Reset
Draw Call Potion, Alchemist's Suit, hw The Queen Mother, Potion of Focus
Summary
Location = #5: Twisting Passages - CLOSED
Acquired =
Banished = 1: Henchman Proxy A3
Examined =
From Box = M2: Enormous Reefclaw
Used =
Give =
Other = On close, moved to #3: Reading Room
Hand: ac Seeking Longbow, Steel Ibis Lamellar, Call Potion, Alchemist's Suit, hw The Queen Mother, Potion of Focus,
Displayed: ac Magic Mithral Chain Mail, , , , , ,
Deck: 18 Discard: 1 Buried: 3
"Notes: Distant: All support cards. Available
Other: "
Dexterity d12 +3
- Disable: Dexterity +1
Constitution d6 +0
Intelligence d10 +1
- Craft: Intelligence +3
Wisdom d6 +0
- Perception: Wisdom +2
Charisma d4 +0
Favored Card: Weapon
Hand Size: 6
Proficient With: Light Armors Weapons
POWERS:
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it ([X] or shuffle it into your deck) instead.
You may discard a card that has the Alchemical trait ([ ] or any 2 cards) to add your Intelligence skill ([ ] +2) to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check) ([ ] or your Strength check when you do not play a weapon).
[X] When you defeat a barrier that has the Obstacle trait ([X] or any barrier), you may explore again.
[X]At the end of your turn, you may recharge a random card ([ ] or any card) from your discard pile ([ ] or your buried cards)
[X][X][ ][ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
Hero Points Available 3
Paizo Reroll AVAILABLE
Play Mat Card Draw AVAILABLE
| Morph147 Korundo |
Rolling back turn due to mistake
Hour is The Wind and the Waves
Hour power is At the start of the turn, any character may recharge a card to move.
start of turn
Korundo changes power feat to +1d10.
Reveal Headband of the wolf to recharge aspect of the wolf from discard pile.
Discard Animal Call, to get Giant Raven from deck.
First explore
Encounter Metal Cobra., first encounter random monster: Random monster #2: Enormous Reefclaw
Everyone local suffers one point of damage.
Display Aspect of the Bear to reduce damage by 3.
Reveal Aspect of the stag to use suvival+1d10+1d4 from animal. Recharge Giant raven to add 1d10 due to undead trait.
Combat 19+3: 1d8 + 5 + 1d10 + 1d4 + 1d10 ⇒ (4) + 5 + (2) + (2) + (9) = 22 Success. Must reroll [/ooc] Combat 19+3: 1d8 + 5 + 1d10 + 1d4 + 1d10 ⇒ (7) + 5 + (6) + (4) + (2) = 24 Success
Against Metal Cobra - reveal and reload blackjack rapier to use melee+1d6+2+1d4. Reveal aspect of the stag to add animal and 1d4 to check.
Combat 12+4: 1d10 + 3 + 1d6 + 2 + 1d4 + 1d4 ⇒ (3) + 3 + (4) + 2 + (3) + (1) = 16 Any 4 becomes a 6 so this is a 18 which is a success.
recharge headband of the wolf to examine the top of the deck to find Crypt Card 4: Death's Touch.
End turn
Recover Aspect of the bear. Reveal aspect of the stag to add animal and 1d4 Divine 8: 1d8 + 6 + 1d4 ⇒ (2) + 6 + (2) = 10 Success
reset hand end turn.
"
Hand: ac Blackjack's Rapier, Wenifisa Spear, Pteranodon, Aspect of the Stag, Saber-toothed Tiger,
Displayed: Leryn,
Deck: 15 Discard: 3 Buried: 0
Notes: power feat: +1d10
Sideboard cards:Skills and Powers:Skills:
Strength: d10 ◼️ +1 □ +2 □ +3 □ +4
Melee: Strength+2
Dexterity: d6 □ +1 □ +2
Constitution: d10 ◼️ +1 □ +2 □ +3
Intelligence: d4 □ +1
Wisdom: d8 ◼️ +1 ◼️ +2 ◼️ +3
Divine: Wisdom+3
Survival: Wisdom+2
Charisma: d4 □ +1 □ +2Favored Card: Ally or Spell
Hand Size: 4 ◼️5 □6□7
Proficient with: Light Armors □Heavy Armors Weapons
Role Card: Primal Master
Powers:
At the start (◼️ or when you encounter a bane) of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6(□1d10) and add the Animal and Melee traits. (□After the roll, you may additionally recharge that card to add its adventure deck number)(□or discard it to reroll the dice and take the new result).
◼️Add 1d4 to your check that invokes the Animal Triat
◼️You may recharge a card (◼️ or reveal a card that has the Animal trait) to add the Animal trait to your check.
◼️When you attempt an Acrobatics, Fortitude, Perception, or Stealth check, you may discard (□ or recharge) a card to use your Survival skill instead of the listed skill
□ At the end of your turn, you may discard a card to draw a card that has the Animal trait from your discard pile (□ or to exchange your displayed Hunter Class Deck corhort for another Hunter Class Deck cohort from the box).Cohorts:
LerynTraits: Animal
Display this card. While displayed, you gain the skill Perception: Wisdom+2.
While displayed, at the start of your turn, you may examine the top card of your location deck.
While displayed you may put this card on top of your deck to examine the top 2 cards of your location deck; if you have a role card, you may put them back in any order.
"
Upkeep
Banish Random monster #2 and Crypt #3.
Everyone needs to take one point of combat damage
Examine Crypt 4
Damiel {CD} - Matsu Kurisu
|
Redo of turn
Out of Turn updates:
Moved to Crypt by close
Reefclaw BYA 1 Combat damage, reveal Steel Ibis Lamellar -3 to 0
Turn order: Damiel/Matsu Kurisu, Amli/Akaitora, Radovan/@mikeo37, Korundo/morph147,
Blessing = 2 Damiel/MatsuKurisu: Gorum's Iron
When this is the hour:On your non-Attack combat check, add 1.
Start of Turn
At: #1: Crypt
Give: No
Move: #5: Twisting Passages
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
Display Potion of Heroism
Free explore = 4: Death's Touch, Spell 4: Intelligence 11 OR Wisdom 13
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.
Wisdom 1d6, Recovery Liquid Persuasion +1d10+4, Potion of Heroism +1d6
Wisdom 13: 1d6 + 1d10 + 4 + 1d6 ⇒ (5) + (10) + 4 + (1) = 20 - Acquired
End of Turn
Damiel.EoT - Recharge random card: 1d1 ⇒ 1 from discard (Nil)
Recovery
Shuffle Liquid Persuasion, Potion of Heroism
Reset
Discard Galvanic Chakram +1
Draw Splashbolt Crossbow, ac Keen Starknife
Summary
Location = #1: Crypt
Acquired = 4: Death's Touch
Banished =
Examined =
From Box =
Used =
Give =
Other =
Hand: ac Seeking Longbow, Steel Ibis Lamellar, Flame Cannon, ac Keen Starknife, ac Death's Touch, Splashbolt Crossbow,
Displayed: ac Magic Mithral Chain Mail, , , , , ,
Deck: 19 Discard: 1 Buried: 3
"Notes: Distant: Flame Cannon: +2d8 Fire on Combat. Available
Splashbolt available
Other: Starknife available. Available"
Dexterity d12 +3
- Disable: Dexterity +1
Constitution d6 +0
Intelligence d10 +1
- Craft: Intelligence +3
Wisdom d6 +0
- Perception: Wisdom +2
Charisma d4 +0
Favored Card: Weapon
Hand Size: 6
Proficient With: Light Armors Weapons
POWERS:
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it ([X] or shuffle it into your deck) instead.
You may discard a card that has the Alchemical trait ([ ] or any 2 cards) to add your Intelligence skill ([ ] +2) to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check) ([ ] or your Strength check when you do not play a weapon).
[X] When you defeat a barrier that has the Obstacle trait ([X] or any barrier), you may explore again.
[X]At the end of your turn, you may recharge a random card ([ ] or any card) from your discard pile ([ ] or your buried cards)
[X][X][ ][ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
Hero Points Available 3
Paizo Reroll AVAILABLE
Play Mat Card Draw AVAILABLE
| Amli - Akaitora |
During Korundo's turn, Amli takes 1 Combat Damage, which is passively reduced to 0 by her Dwarven Plate.
Starting Amli's turn. The hour is The Brass Dwarf. Hour Power: Hour Power: The first time you discard cards as damage this turn, recharge 1 of them instead.
At the start of her turn, Amli swaps her Dragonbane Greatsword with Divine Fortune in her discard pile.
Between phases, Amli displays Divine Fortune. Anyone can add 1d6 to checks local to Amli.
Amli will stay at the Cryp and explore to encounter Crypt Card 5: The Desert. She will try to acquire it, revealing her Fortified Breastplate to add 3 to her Constitution check.
CtA Constitution 8: 1d10 + 5 + 1d6 ⇒ (10) + 5 + (5) = 20
Acquired!
Amli will discard the Desert to explore and encounter Crypt Card 6: Wailing Maidens.
Before she acts, she must succeed at a Constitution 8 check or be Dazed. The desert adds 1d4 to her Constitution checks during the exploration. Divine Fortune is still active and Amli will reveal her Fortified Breastplate for +3.
BYA Fortitude 8: 1d10 + 4 + 1d4 + 1d6 + 3 ⇒ (1) + 4 + (1) + (6) + 3 = 15
Success! Now Amli will discard her Blessing of Pharasma to bless her check to defeat. Divine Fortune is still in effect.
CtD Wisdom 13: 2d10 + 1 + 1d6 ⇒ (8, 7) + 1 + (2) = 18
Success!
Amli will now discard her Blessing of Gozreh to explore and encounter Crypt Card 7: Vampire Spawn. A random monster would be summoned, but I assume Radovan evades it.
For her check to defeat, Amli will reveal and recharge her Dwarven Earthbreaker +1 to use her Melee + 3d6+1. After revealing a weapon, she displays her Fortified Breastplate to add +2 to her check. Divine Fortune is still in effect.
CtD Combat, Melee 18: 1d10 + 4 + 3d6 + 1 + 2 + 1d6 ⇒ (4) + 4 + (3, 6, 2) + 1 + 2 + (4) = 26
Defeated!
Amli will end her turn. When she does, she retrieves her Fortified Breastplate from her display area. Then she resets her hand.
Hand: Fortified Breastplate, Blessing of Cayden Cailean, Mighty Steed, Pillaging Mace, Weapon of Awe,
Displayed: Dwarven Plate, Divine Fortune,
Deck: 6 Discard: 6 Buried: 2
Current Location: Crypt
Hero Points: 1
NOTES:
Available Support: Use my Blessings for any and all reasons. DIVINE FORTUNE DISPLAYED. ALL LOCALS CHECKS HAVE +1D6 ADDED. Feel free to display any number of my blessings or armors to add 2 per each one displayed to your local check after revealing a weapon or armor.
Other: Don't forget! If local to Amli and you play a Blessing on her check, you can recharge any card from your discard
Middle of Deck (Unknown Order): Blessing of Shax, Weaponrack Backpack, Blessing of Tsukiyo, Wolfhide Armor
Recharged: War Drum, Dwarven Earthbreaker +1,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Craft: Constitution +1
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Charisma d6 ☐ +1
Ship: Truewind
When commanding:: You may discard a card from the blessings deck to recharge a random card from your discard pile.
Plunder: W(0) S(2) Ar(0) I(0) Al(0) B(0)
Favored Card: Weapon or Armor
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Weapons, Armor, Divine
POWERS:
When a character plays a weapon or an armor for its power on a check, you may display any number of blessings and armors; for each card displayed, add 1 (☑ 2) to that check. Before you reset your hand (☐ and at the start of your turn), draw the displayed cards.
After another character at your location plays a blessing on your check, they may recharge a random weapon or armor (☑ or card of a type of your choice) from their discard pile. (☐ Then you may do the same.)
☑ At the start of your turn (☐ and after you reset your hand), you may exchange 1 card in your hand with a weapon or an armor (☑ or a spell or a blessing) in your discard pile.
☐ When you play an ally to explore your location, you may recharge it. If you do, after the exploration, (☐ you may shuffle your deck, then you must) end your turn.
☐ When you play a blessing that has the Kols or Torag trait, you may recharge it instead of discarding it.
| BR Akaitora |
Radovan must still take 1 Combat Damage from Korundo's encounter with the Reefclaw.
During This Adventure: The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.
During This Scenario: STORY BANES
Dangers: Each time you encounter the danger, randomly choose new Dragon's Demand Undead story bane.
Villain: Planar Rift
Henchmen: Cultists (Society of the Veil) - Proxy A
Core Story Bane 1
Type: Monster
Traits: Cultist Human Veteran
To Defeat: Combat 10+## OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Core Story Bane 1
Type: Barrier
Traits: Magic Obstacle Veteran
To Defeat: Combat 11+## OR Arcane Divine 6+#
Cannot be evaded. Before acting, a local character summons and encounters the danger. The difficulty to defeat is increased by the number of locations.
DURING THIS SCENARIO
When you encounter a monster from a location, a local character summons and encounters a monster; the summoned monster gains the Undead trait and is immune to Mental and Poison.
DRAGON'S DEMAND STORY BANE ROSTER
Scenario Level (#): 4
Turn: 23, Radovan/Grimsnik
Monsters
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.
CotCT
Monster 2
Traits:
Ghoul
Undead
To Defeat:
Combat 12
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.
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.
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
Barriers
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
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.
Core
Barrier 2
Traits:
Lock
Magic
To Defeat:
Arcane
Divine
Perception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Core
Barrier 3
Traits:
Construct
Electricity
Elemental
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 10
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Weapons
CotCT
Weapon 2
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 11
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Knife
Loot
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
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.
Core
Weapon 2
Traits:
Bludgeoning
Fire
Mace
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.
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.
Spells
Core
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When you encounter a bane, banish to evade it.
Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
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.
Core
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
Display next to a local character.
While displayed:
* This character's Strength and Constitution skills are 1d12+4.
* On this character's Strength checks, add 1d4.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 check to recharge it instead.
Armors
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.
Core
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer any damage, you may recharge to reduce it by 1.
* When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 3
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.
Items
CotCT
Item 4
Traits:
Alchemical
Attack
Electricity
Liquid
Ranged
To Acquire:
Intelligence 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.
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.
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* Remove your scourge Frightened.
* You may banish to ignore a monster's before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 11 check to recharge this card.
Core
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 8
On a local non-combat check, banish to add the character's Intelligence or Craft skill.
DURING RECOVERY
If proficient, you may succeed at a Craft 10 check to recharge this card.
CotCT
Item 4
Traits:
Craft
Object
To Acquire:
Intelligence
Arcane
Divine 11
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.
Allies
CotCT
Ally 4
Traits:
Agathion
Outsider
To Acquire:
Wisdom
Survival 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.
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.
CotCT
Ally 3
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Stealth 12
On a local non-combat check, recharge this card and bury another card to add a local character's Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
Core
Ally 2
Traits:
Construct
Magic
To Acquire:
IntelligenceArcaneCraft 8
OR CharismaDiplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
DURING RECOVERY
You may either succeed at a Craft 8 check or suffer the scourge wounded to recharge this card.
CotCT
Ally 2
Traits:
Human
Medium
To Acquire:
Charisma
Diplomacy 11
At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
Discard to examine the top card of your location, then you may explore.
Blessings
Core
Blessing 1
Traits:
Deity: Abadar
Divine
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.
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.
Core
Blessing 3
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: After your exploration, you may move to a random location.
To Acquire:
Charisma
Divine
Fortitude 8
On another local character's check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card.
To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
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: After discarding any number of cards as damage, draw a card.
Current Hour:
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Hours Remaining: 7
Hourglass
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
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.
The Healing Light
Core
Blessing 3
Traits:
Deity: Sarenrae
Divine
When this is the hour: Characters cannot suffer scourges.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless. If the character succeeds at the check, heal them for a card.
Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
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.
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.
The Keep
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
Location #1: Crypt
Sacred
Underground
Urban
At This Location: The difficulty of checks against Undead banes is increased by 3.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Amli/Akaitora, Radovan/Grimsnik, Korundo/morph147, Damiel/MatsuKurisu, None
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Location #3: Reading Room
Sacred
Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: None
Core
Story Bane 1
Type: Barrier
Traits:
Magic
Obstacle
Veteran
To Defeat:
Combat 11+##
OR Arcane
Divine 6+#
Cannot be evaded.
Before acting, a local character summons and encounters the danger.
The difficulty to defeat is increased by the number of locations.
Core
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
CotCT
Spell 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to let a local character draw 2 cards. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
CotCT
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Knowledge 9
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
CotCT
Spell 2
Traits:
Arcane
Attack
Cold
Divine
Magic
Undead
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Location #7: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
Located/Displayed Here: None
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
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.
| Grimsnik's Radovan |
OOT- 1 point of damage: Reveal Fortified Breastplate to reduce damage to 0. Display Garden Guardian next to Norge. Radovan then evades a monster.
Hourglass: Zon-kuthon's Pain: After discarding any number of cards as damage, draw a card.
Radovan charges the cultists within the crypt. Combat 10+4+4: 1d8 + 2 + 1d8 + 1 + 1d4 + 2 + 2d6 + 3 + 1d6 ⇒ (6) + 2 + (6) + 1 + (3) + 2 + (6, 6) + 3 + (4) = 39 Reveal Pillaging Mace and bury Garden Guardian from Fell. Display Ghoul Bat next to Fell for defeating cultists.
Close Attempt- Wisdom 5+4: 1d6 + 1d6 + 2 + 1d6 ⇒ (4) + (2) + 2 + (1) = 9 Bury Diseased Rats for check. Drawing The Avalanche
Everyone moves to the Reading Room. Radovan has his surgeon patch him up. Card Healed: 1d5 ⇒ 5
EOT- Discard Pillaging Mace and Elyana
Hand: Shadowless Sword, Blessing of the Samurai, Fortified Breastplate, Arnisant, Sawtooth Sabre +2, Keren Rhinn,
Displayed: Red War Paint, Quang: Diseased Rat, Fell: Ghoul Bat,
Deck: 13 Discard: 6 Buried: 4
Hero Points: 2
"NOTES:
Available Support: T-shirt Re-Roll: Available; Playmat- Available
Movement: Blessing are available to use; Move to Reading Room
Other: If local reduce fire, poison or range damage by 1"
"
Middle of Deck (Unknown Order): The Worldbreaker, Red Carriage, The Real Rabbit Prince, Grappler's Mask, Thieves' Tools, Blessing of Shax, Norge: Garden Guardian, Striking Wing Scimitar
Recharged: Surgeon,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dex +2; Stealth: Dex +2; Acrobatics: Dex +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Con +2
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armor, Weapons
POWERS:
"At the start of the scenario, display any 1 devil form ([x] or 2 devil
forms, [X ]or 3 devil forms). Once per turn, when a character at your location is dealt damage
by a bane, display a monster from the box next to a displayed devil
form."
Reduce Fire, Poison, or Ranged Combat damage ([ ]or damage dealt by a summoned monster) dealt to you ( [ x] or to a character at your location) by 1 ([ ] 2) ([ ] 3).
Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
[ ]When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
[X]When a monster encountered by a character at your location is undefeated ([X ] or when you defeat a monster), display a monster from the box next to a displayed devil form.
"Quang- You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number."
"Norge- You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number.
"
"Fell Viridio- You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number."
Crypt is closed
Everyone is at Reading Room
Random Monsters #1 and #2 used.
Hourglass is off one. Next Hourglass is Damiel's Card
| Morph147 Korundo |
Hour is Gozreh's Growth - doing this because Radovan says the blessing deck is off???
Hour power is On your check against an Animal or Elemental card, add 1d4. [ooc]
Start of turn
Korundo keeps same power feat of +1d10.
First explore
discard Pteranodon to "move" and then explore and add 1d6 to combat checks. Encounter Planar Rift.
BYA a local character summons random undead Summon : 1d6 ⇒ 2 Encounter Wight. Korundo will encounter.
Discard Blackjack's Rapier for the BYA damage
Reveal and discard Wenifisa Spear for Survival+1d12+1+1d12. Reveal aspect of the stag to add animal and 1d4. [ooc][b]Display Amli's Fortified Breastplate to add 2 to the check
Combat 10+4+4: 1d8 + 5 + 1d12 + 1 + 1d12 + 1d4 + 2 + 1d6 ⇒ (2) + 5 + (9) + 1 + (4) + (1) + 2 + (2) = 26 Success
Againist Planar Rift, will do Divine. Only one location so only 1 added to difficulty. Reveal Aspect of the stag to add animal and 1d4 to check. [b]Discard Radvans blessing of the Samurai to add a die to the check
Divine 6+4+1: 1d8 + 6 + 1d4 + 1d8 ⇒ (1) + 6 + (1) + (6) = 14 Success. We win
| BR Akaitora |
6-BC DEVELOPMENT
Everyone calms down, at least for the moment.
"Look", says one of the cowled figures. "We don't know where the kids went. We heard them playing around in here, so we tried to make some noise, just to scare them off. Then the hole house turned blue. We've been trying to talk to the spirits for months...nothing. And now they show up in packs and try to kill us!"
When pressed, they explain that they are members of a secret society with an interest in gaining occult wisdom from echoes of the spirits of the past. Craven though they may be, they appear to be telling the truth about not knowing where to find the children. If they try to run off, you can track them down later.
It's too dangerous in here to delay your search for the children.
REWARD
Each character draws a new blessing of spell. Adventure Card Society characters may choose a bonus deck upgrade.
ACQUIRED CARDS
Wolverine (Ally 3)
Landshark Whelp (Ally 4)
Magic Mithral Chain Mail (Armor 2)
The Worldbreaker (Blessing 3)
The Big Sky (Blessing 1)
The Desert (Blessing 1)
Fate-reader Lenses (Item 3)
Tangleburn Bag (Item 2)
Red War Paint (Item 4)
Plaguebringer's Mask (Item 2)
Death's Touch (Spell 4)
Blackjack's Rapier (Weapon 4)
Keen Starknife (Weapon 2)
Seeking Longbow (Weapon 3)
Weapon: 4,3,2
Spell: 4
Armor: 2
Item: 4,3,2
Ally: 4,3
Blessing: 3,1,1
Everyone please post your preference for a reward in the discussion tab.
| BR Akaitora |
SCENARIO 6-BD: UNFINISHED BUSINESS
The crowd gathered outside the resplendent manor. They held daggers and sickles, torches and pitchforks. What they lacked in formal training, they made up for in conviction.
The filthy noble parasites were all too eager to bow to the devil-worshiping farce of House Thrune, the tyrants who now claimed this land as their own. To hide among their finery while their people suffered and died.
This crime could not go unpunished.
As you consider where to go next, you feel a bit unsteady on your feet. But it soon becomes clear that it's not the weight of the situation making your feet sway. The whole building trembles and a terrible moan echoes from the lower levels. From down below, you hear a child's fearful scream. You race downstairs. Just past the dining room, a staircase leads into a basement awash in blue light. This must be the place.
Floorboards rip themselves up to reveal an unceremonious pile of skeletons. The bones rattle, shake and assemble held together by strands of blue light.
You hear a child's quivering voice from behind a nearby door. "It's OK; it's OK... he said his daddy will take care of the bad people. We're safe." Mally! Henda! Halurian! "The ghosts won't let you get us!"
Drawn into the house by the scream, the woman in the oversized shawl rushes past you, nearly tripping on the shaking ground. "Halurian?" she cries, "Hallurian!"
"Mom?" the child answers. "What are you doing here?"
Undeterred by the skeletal undead, she runs toward her child's voice. In unison, the skeletons turn toward her and begin to advance. Meanwhile, you hear the rest of the adults that came with you from Tregan making their way down the stairs. The children seem safe for now, but you can't say the same for their parents. This could quickly become a disaster.
Thinking quickly, you hurl a flask of holy water into the group of skeletons. As it strikes their bones, it sizzles and pops. In the same unerving unison as before, they turn around. Now you have their attention.
Time to finish this.
STORY BANES
Dangers: Ancient Skeleton
Villain: None
Henchmen (Closing): Wight, Ancient Skeletons - Proxy A
Core Story Bane 1
Type: Monster
Traits: Skeleton Undead Veteran
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.
Core Story Bane 1
Type: Monster
Traits: Undead Wight Veteran
To Defeat: Knowledge 6+# OR Combat 10+##
Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.
SETUP
Add a number of Perils wildcards of your choice equal to the number of characters.
THE PERILS
ACTIVE WILDCARDS
1.-
2.-
3.-
4.-
Before building the locations, search the vault and character decks fro the item Holy Water and set it aside; return it at the end of the scenario. After drawing starting hands, each character draw a Holy Water - Proxy B.
CotCT 0
To Acquire:
Wisdom
Divine
4
Traits:
Liquid
Magic
Divine
POWERS:
When a local character encounters an Outsider or Undead bane, banish to let them evade it.
On a local check to defeat and Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Divine 6 check to recharge this card.
DURING THIS SCENARIO
When you close your location, remove a Perils wildcard of your choice.
EVERYONE please indicate your preference of Wildcards for the next scenario in the discussion thread.
| BR Akaitora |
During This Adventure: The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.
During This Scenario: STORY BANES
Dangers: Ancient Skeleton
Villain: None
Henchmen (Closing): Wight, Ancient Skeletons - Proxy A
Core Story Bane 1
Type: Monster
Traits: Skeleton Undead Veteran
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.
Core Story Bane 1
Type: Monster
Traits: Undead Wight Veteran
To Defeat: Knowledge 6+# OR Combat 10+##
Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.
SETUP
Add a number of Perils wildcards of your choice equal to the number of characters.
THE PERILS
ACTIVE WILDCARDS
1.-
2.-
3.-
4.-
Before building the locations, search the vault and character decks fro the item Holy Water and set it aside; return it at the end of the scenario. After drawing starting hands, each character draw a Holy Water - Proxy B.
CotCT 0
To Acquire:
Wisdom
Divine
4
Traits:
Liquid
Magic
Divine
POWERS:
When a local character encounters an Outsider or Undead bane, banish to let them evade it.
On a local check to defeat and Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Divine 6 check to recharge this card.
DURING THIS SCENARIO
When you close your location, remove a Perils wildcard of your choice.
Scenario Level (#): 4
Turn: 0, Radovan/Grimsnik
Monsters
Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
CotCT
Monster 2
Traits:
Ghoul
Undead
To Defeat:
Combat 12
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.
CotCT
Monster 2
Traits:
Animal
To Defeat:
Combat 12
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 13
Vulnerable to Cold.
After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned.
CotCT
Monster 3
Traits:
Elemental
Outsider
To Defeat:
Combat 14
Immune to Electricity and Ranged. Vulnerable to Cold.
If the check to defeat does not have the Magic trait, this monster is undefeated.
After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
Barriers
Core
Barrier 2
Traits:
Lock
Magic
To Defeat:
Arcane
Divine
Perception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
Weapons
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.
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+#.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Knife
Loot
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 2
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 12
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
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
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.
CotCT
Spell 2
Traits:
Arcane
Attack
Magic
Undead
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to use Arcane + 2d6, then you may heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
CotCT
Spell 2
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a Construct, Lock, or Trap bane, banish to evade it.
On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Divine
Magic
Mental
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Core
Spell 2
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Armors
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
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.
Core
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your Diplomacy or Stealth check, you may draw this card to add 1d4.
Items
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Core
Item 2
Traits:
Alchemical
Attack
Fire
Object
To Acquire:
Intelligence
Craft 10
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
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.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Fortitude 7
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.
Allies
CotCT
Ally 2
Traits:
Human
Medium
To Acquire:
Charisma
Diplomacy 11
At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
Discard to examine the top card of your location, then you may explore.
CotCT
Ally 4
Traits:
Agathion
Outsider
To Acquire:
Wisdom
Survival 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.
CotCT
Ally 2
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 9
OR Bury A Healing Card 0
If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.
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.
CotCT
Ally 2
Traits:
Hireling
Lycanthrope
To Acquire:
Wisdom
Survival 8
OR Charisma
Diplomacy 10
On a local Dexterity check or a local check before acting, recharge to add 1d6.
Discard to explore. This exploration, you cannot suffer scourges.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
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.
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.
Core
Blessing 3
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead.
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.
Current Hour:
Traits:
To Acquire:
Hours Remaining: 0
[b]Hourglass
Location #1: Lair
Underground
Wild
At This Location: The difficulty to defeat story banes is increased by 2.
When Closing: Succeed at a Strength or Melee 5+# check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 2 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #2: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Location #3: 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
Location #4: Cell
Underground
At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
When Permanently Closed: You may draw a new ally.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
Location #5: Crypt
Sacred
Underground
Urban
At This Location: The difficulty of checks against Undead banes is increased by 3.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
M: 4 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
| BR Akaitora |
During This Adventure: The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.
During This Scenario: STORY BANES
Dangers: Ancient Skeleton
Villain: None
Henchmen (Closing): Wight, Ancient Skeletons - Proxy A
Core Story Bane 1
Type: Monster
Traits: Skeleton Undead Veteran
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.
Core Story Bane 1
Type: Monster
Traits: Undead Wight Veteran
To Defeat: Knowledge 6+# OR Combat 10+##
Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.
SETUP
Add a number of Perils wildcards of your choice equal to the number of characters.
THE PERILS
ACTIVE WILDCARDS
1.- Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
2.- Wearisome: Each turn, you may use no more than 1 power that lets you explore.
3.- Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.
4.- Deadly: When you suffer damage, it is increased by 1.
Before building the locations, search the vault and character decks fro the item Holy Water and set it aside; return it at the end of the scenario. After drawing starting hands, each character draw a Holy Water - Proxy B.
CotCT 0
To Acquire:
Wisdom
Divine
4
Traits:
Liquid
Magic
Divine
POWERS:
When a local character encounters an Outsider or Undead bane, banish to let them evade it.
On a local check to defeat and Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Divine 6 check to recharge this card.
DURING THIS SCENARIO
When you close your location, remove a Perils wildcard of your choice.
Scenario Level (#): 4
Turn: 1, Korundo/morph147
Monsters
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.
CotCT
Monster 2
Traits:
Elemental
To Defeat:
Combat 13
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 13
Vulnerable to Cold.
After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned.
Core
Monster 3
Traits:
Aberration
Basilisk
To Defeat:
Combat 14
Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
If undefeated, bury a random card from your discards.
If defeated, remove the scourges Dazed and Entangled from all local characters.
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
Barriers
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
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.
CotCT
Barrier 2
Traits:
Task
To Defeat:
Intelligence
Craft 6
OR Wisdom 8
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.
Core
Barrier 2
Traits:
Lock
Magic
To Defeat:
Arcane
Divine
Perception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Core
Barrier 3
Traits:
Skirmish
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 13
If undefeated, reload a new monster into your location, then banish this barrier.
Weapons
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.
CotCT
Weapon 3
Traits:
Electricity
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 12
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 2
Traits:
2-Handed
Cold
Magic
Melee
Piercing
Spear
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 12
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Spells
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.
Core
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Core
Spell 2
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 7
On a local combat check, banish to add 1d4+1 and the Fire trait.
On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.
Core
Spell 3
Traits:
Arcane
Attack
Bludgeoning
Divine
Fire
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 11
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Armors
Core
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your Diplomacy or Stealth check, you may draw this card to add 1d4.
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.
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.
CotCT
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Items
Core
Item 2
Traits:
Alchemical
Attack
Fire
Object
To Acquire:
Intelligence
Craft 10
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
CotCT
Item 2
Traits:
Gambling
Harrow
Loot
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Reload to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Discard this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 8
At the end of a local character's move step, display at your location.
While displayed:
* At the end of each turn, local characters may move, and distant characters may move here.
* At the start of your turn, discard this card; if proficient, recharge it instead.
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Constitution
Divine
Fortitude 7
OR Craft 5
Banish or shuffle into another character's deck to remove a scourge from any character.
DURING RECOVERY
If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 11
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
Allies
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.
CotCT
Ally 2
Traits:
Human
Medium
To Acquire:
Charisma
Diplomacy 11
At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
Discard to examine the top card of your location, then you may explore.
CotCT
Ally 2
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 9
OR Bury A Healing Card 0
If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.
CotCT
Ally 3
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Stealth 12
On a local non-combat check, recharge this card and bury another card to add a local character's Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
Core
Ally 2
Traits:
Construct
Magic
To Acquire:
IntelligenceArcaneCraft 8
OR CharismaDiplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
DURING RECOVERY
You may either succeed at a Craft 8 check or suffer the scourge wounded to recharge this card.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
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: On each check, the first blessing played to bless may be played freely.
Current Hour:
Core
Blessing 1
Traits:
Deity: Desna
Divine
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Hours Remaining: 29
Hourglass
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
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.
The Keep
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
BanishABoon 5+#
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.
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
The Beating
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
The Eclipse
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
The Waxworks
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
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.
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
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.
The Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
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.
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
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.
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
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.
Lady Despair
Core
Blessing 3
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead.
Lady Luck
Core
Blessing 3
Traits:
Deity: Desna
Divine
When this is the hour: When you play a blessing, you may give a card to any character.
To Acquire:
Wisdom
Divine
Perception 8
On any check, freely discard to reroll.
Discard to move, then explore.
The Juggler
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
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.
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.
Old Deadeye
Core
Blessing 3
Traits:
Deity: Erastil
Divine
When this is the hour: On your check, if you are at a Wild location, add 1d4.
To Acquire:
Dexterity
Divine
Survival 8
On any check, discard to bless.
On a Dexterity or Survival check, discard to bless twice.
Discard to explore.
Recharge to explore a Wild location.
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
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.
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.
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
The Lucky Drunk
Core
Blessing 3
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: After your exploration, you may move to a random location.
To Acquire:
Charisma
Divine
Fortitude 8
On another local character's check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
Location #1: Lair
Underground
Wild
At This Location: The difficulty to defeat story banes is increased by 2.
When Closing: Succeed at a Strength or Melee 5+# check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 2 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
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.
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.
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
On any combat check, freely banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
CotCT
Armor 2
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Monster 3
Traits:
Aberration
Chimera
To Defeat:
Combat 9
THEN Combat 10
THEN Combat 11
Before acting, each local character suffers 1 Fire damage.
If undefeated, 3 random local characters suffer 1d4 Combat damage.
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.
CotCT
Monster 4
Traits:
Trigger
Vermin
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then encounter this monster.
Immune to Mental.
If you are at an Underground location, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Poisoned.
CotCT
Weapon 2
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.
CotCT
Monster 2
Traits:
Undead
Zombie
To Defeat:
Combat 11+##
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
Location #2: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Core
Monster 2
Traits:
Obstacle
Ooze
To Defeat:
Combat 12
OR Craft 9
Immune to Electricity, Mental, and Poison.
If you are at an Underground location, the difficulty to defeat is increased by 4.
Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.
CotCT
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 10
Discard to explore.
Banish to heal a local character 1d4+1 allies.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
CotCT
Ally 2
Traits:
Human
Swashbuckler
To Acquire:
Charisma
Diplomacy
Melee 9
On a local combat or Charisma check, recharge to add 1d6.
Discard to explore. If you are at an Aquatic location, recharge instead.
Core
Story Bane 1
Type: Monster
Traits:
Undead
Wight
Veteran
To Defeat:
Knowledge 6+#
OR Combat 10+##
Immune to Mental and Poison.
Before acting, suffer 1 Cold damage.
If undefeated, suffer the scourge Drained.
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.
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
CotCT
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
CotCT
Monster 3
Traits:
Fey
To Defeat:
Combat 14
If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.
Location #3: 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
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire:
Strength
Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
CotCT
Barrier 2
Traits:
Task
To Defeat:
Constitution
Fortitude 10
OR Charisma
Diplomacy 12
On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
If undefeated, summon and encounter the story bane Blood Veil.
CotCT
Monster 4
Traits:
Giant
To Defeat:
Combat 22
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
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.
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.
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Dexterity
Disable 12
OR Arcane
Divine 15
If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
* At the start and end of your turn, recharge a random Magic boon.
* When this location is closed, banish this barrier.
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.
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.
Core
Monster 3
Traits:
Animal
To Defeat:
Combat 17
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.
Location #4: Cell
Underground
At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
When Permanently Closed: You may draw a new ally.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
CotCT
Monster 4
Traits:
Gargoyle
To Defeat:
Combat 21
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
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.
Core
Monster 1
Traits:
Ghost
Incorporeal
Mental
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 6+#
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
CotCT
Ally 4
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat The Danger
Display. While displayed:
* On all Dexterity and Survival checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Dexterity and Survival checks, add 3.
CotCT
Weapon 2
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 11
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.
CotCT
Barrier 4
Traits:
Curse
Trigger
To Defeat:
Intelligence
Perception 11
OR Wisdom
Divine 13
When examined, encounter this barrier.
If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.
CotCT
Barrier 2
Traits:
Lock
Trigger
To Defeat:
Wisdom
Disable
Stealth 9
When examined, encounter this barrier.
If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.
CotCT
Ally 3
Traits:
Vermin
To Acquire:
Wisdom
Survival 10
OR Craft 11
On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.
Core
Blessing 1
Traits:
Deity: Abadar
Divine
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.
CotCT
Armor 2
Traits:
Gray Maiden
Heavy Armor
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Location #5: Crypt
Sacred
Underground
Urban
At This Location: The difficulty of checks against Undead banes is increased by 3.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
M: 4 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
Display next to a location. While displayed:
* Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
* At the start of your turn or when this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
CotCT
Monster 2
Traits:
Outsider
To Defeat:
Combat 13
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
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.
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.
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.
CotCT
Monster 3
Traits:
Outsider
Rakshasa
To Defeat:
Combat 11
Resistant to Attack. Vulnerable to Piercing.
Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
After the roll, if the check was not blessed, reroll 1 die showing the highest value.
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
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.
Core
Monster 2
Traits:
Poison
Vermin
To Defeat:
Combat 13
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
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.
Damiel {CD} - Matsu Kurisu
|
Damiel - 6-BD: UNFINISHED BUSINESS
Loot
= None
Ship
= N/A
Starting Location
#4: Cell
Upgrades
= Crystalline Carnivore in, Stained Glass Elemental out
= Blessing of Kofusachi in, Blessing of Wadjet out
Harrow
????
Holy Water
Starting Hand
Hand: Delve, Good Omen (Core), Major Cure, Galvanic Chakram +1, Alchemy Lab, Blessing of Kofusachi, lt Holy Water
Displayed: , , , , , ,
Deck: 16 Discard: 0 Buried: 0
"Notes: Distant:
Other: "
Dexterity d12 +3
- Disable: Dexterity +1
Constitution d6 +0
Intelligence d10 +2
- Craft: Intelligence +3
Wisdom d6 +0
- Perception: Wisdom +2
Charisma d4 +0
Favored Card: Weapon
Hand Size: 6
Proficient With: Light Armors Weapons
POWERS:
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it ([X] or shuffle it into your deck) instead.
You may discard a card that has the Alchemical trait ([ ] or any 2 cards) to add your Intelligence skill ([ ] +2) to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check) ([ ] or your Strength check when you do not play a weapon).
[X] When you defeat a barrier that has the Obstacle trait ([X] or any barrier), you may explore again.
[X]At the end of your turn, you may recharge a random card ([ ] or any card) from your discard pile ([ ] or your buried cards)
[X][X][ ][ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
Hero Points Available 3
Paizo Reroll AVAILABLE
Play Mat Card Draw AVAILABLE
| Grimsnik's Radovan |
Starting Location: #4 Cell
Harrow:?
Bonus: Holy Water
Hand: Appleslayer, Pilaging Mace, Amadi, Surgeon, Arnisant, Red Carriage, Holy Water,
Displayed:
Deck: 17 Discard: 0 Buried: 0
Hero Points: 2
"NOTES:
Available Support: T-shirt Re-Roll: Available; Playmat- Available
Movement: Blessing are available to use; Move to Reading Room
Other: If local reduce fire, poison or range damage by 1"
"
Middle of Deck (Unknown Order): Wayfinder, Shadowless Sword, Grappler's Mask, Blessing of Shax, Elyana, Blessing of the Samurai, Blessing of Abadar, Striking Wing Scimitar, Fortified Breastplate, Grogul
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Dex +2; Stealth: Dex +2; Acrobatics: Dex +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Con +2
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armor, Weapons
POWERS:
"At the start of the scenario, display any 1 devil form ([x] or 2 devil
forms, [X ]or 3 devil forms). Once per turn, when a character at your location is dealt damage
by a bane, display a monster from the box next to a displayed devil
form."
Reduce Fire, Poison, or Ranged Combat damage ([ ]or damage dealt by a summoned monster) dealt to you ( [ x] or to a character at your location) by 1 ([ ] 2) ([ ] 3).
Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
[ ]When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
[X]When a monster encountered by a character at your location is undefeated ([X ] or when you defeat a monster), display a monster from the box next to a displayed devil form.
"Quang- You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number."
"Norge- You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number.
"
"Fell Viridio- You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number."
| Amli - Akaitora |
Amli will start at the Cell with Damiel. Her favored card will be Weapon.
Hand: Dwarven Earthbreaker +1, Blessing of Shax, Divine Fortune, War Drum, Fortified Breastplate,
Displayed:
Deck: 16 Discard: 0 Buried: 0
Current Location: Cell
Hero Points: 1
NOTES:
Available Support: Use my Blessings for any and all reasons. Feel free to display any number of my blessings or armors to add 2 per each one displayed to your local check after revealing a weapon or armor.
Other: Don't forget! If local to Amli and you play a Blessing on her check, you can recharge any card from your discard
Middle of Deck (Unknown Order): Renewal, Blessing of Gorum, Golembane Hammer +2, Blessing of Pharasma, Blessing of Gozreh, Wolfhide Armor, Grappler's Mask, Major Cure, Dragonbane Greatsword +2, Pillaging Mace, Mighty Steed, Mountain Pattern Armor, Blessing of Cayden Cailean, Belt of Charging, Dwarven Plate, Blessing of Tsukiyo
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Craft: Constitution +1
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Charisma d6 ☐ +1
Ship: Truewind
When commanding:: You may discard a card from the blessings deck to recharge a random card from your discard pile.
Plunder: W(0) S(2) Ar(0) I(0) Al(0) B(0)
Favored Card: Weapon or Armor
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Weapons, Armor, Divine
POWERS:
When a character plays a weapon or an armor for its power on a check, you may display any number of blessings and armors; for each card displayed, add 1 (☑ 2) to that check. Before you reset your hand (☐ and at the start of your turn), draw the displayed cards.
After another character at your location plays a blessing on your check, they may recharge a random weapon or armor (☑ or card of a type of your choice) from their discard pile. (☐ Then you may do the same.)
☑ At the start of your turn (☑ and after you reset your hand), you may exchange 1 card in your hand with a weapon or an armor (☑ or a spell or a blessing) in your discard pile.
☐ When you play an ally to explore your location, you may recharge it. If you do, after the exploration, (☐ you may shuffle your deck, then you must) end your turn.
☐ When you play a blessing that has the Kols or Torag trait, you may recharge it instead of discarding it.
Damiel {CD} - Matsu Kurisu
|
Adding Harrow hw The Lost to hand
Start of game
Discard => Bury Blessing of Kofusachi to fetch Steel Ibis Lamellar
Bury Alchemy Lab to Draw I1: Tangleburn Bag
Banish to recovery, then shuffle Delve to fetch Potion of Restoration
Hand: Steel Ibis Lamellar, Good Omen (Core), Major Cure, Galvanic Chakram +1, ac Tangleburn Bag, hw The Lost, lt Holy Water
Displayed: , , , , , ,
Deck: 14 Discard: 0 Buried: 2
"Notes: Distant:
Other: "
Dexterity d12 +3
- Disable: Dexterity +1
Constitution d6 +0
Intelligence d10 +2
- Craft: Intelligence +3
Wisdom d6 +0
- Perception: Wisdom +2
Charisma d4 +0
Favored Card: Weapon
Hand Size: 6
Proficient With: Light Armors Weapons
POWERS:
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it ([X] or shuffle it into your deck) instead.
You may discard a card that has the Alchemical trait ([ ] or any 2 cards) to add your Intelligence skill ([ ] +2) to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check) ([ ] or your Strength check when you do not play a weapon).
[X] When you defeat a barrier that has the Obstacle trait ([X] or any barrier), you may explore again.
[X]At the end of your turn, you may recharge a random card ([ ] or any card) from your discard pile ([ ] or your buried cards)
[X][X][ ][ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
Hero Points Available 3
Paizo Reroll AVAILABLE
Play Mat Card Draw AVAILABLE
| Morph147 Korundo |
Leryn Starting Cohort
Starting location Twisting Passages.
starting hand:
"
Hand: Aspect of the Wolf, Saber-toothed Tiger, Headband of the Wolf, Major Cure, Dire Collar, ac Holy Water, ac The Mute Hag,
Displayed: Leryn,
Deck: 16 Discard: 0 Buried: 0
Notes: power feat: +1d10
Sideboard cards:Skills and Powers:Skills:
Strength: d10 ◼️ +1 □ +2 □ +3 □ +4
Melee: Strength+2
Dexterity: d6 □ +1 □ +2
Constitution: d10 ◼️ +1 □ +2 □ +3
Intelligence: d4 □ +1
Wisdom: d8 ◼️ +1 ◼️ +2 ◼️ +3
Divine: Wisdom+3
Survival: Wisdom+2
Charisma: d4 □ +1 □ +2Favored Card: Ally or Spell
Hand Size: 4 ◼️5 □6□7
Proficient with: Light Armors □Heavy Armors Weapons
Role Card: Primal Master
Powers:
At the start (◼️ or when you encounter a bane) of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6(□1d10) and add the Animal and Melee traits. (□After the roll, you may additionally recharge that card to add its adventure deck number)(□or discard it to reroll the dice and take the new result).
◼️Add 1d4 to your check that invokes the Animal Triat
◼️You may recharge a card (◼️ or reveal a card that has the Animal trait) to add the Animal trait to your check.
◼️When you attempt an Acrobatics, Fortitude, Perception, or Stealth check, you may discard (□ or recharge) a card to use your Survival skill instead of the listed skill
□ At the end of your turn, you may discard a card to draw a card that has the Animal trait from your discard pile (□ or to exchange your displayed Hunter Class Deck corhort for another Hunter Class Deck cohort from the box).Cohorts:
LerynTraits: Animal
Display this card. While displayed, you gain the skill Perception: Wisdom+2.
While displayed, at the start of your turn, you may examine the top card of your location deck.
While displayed you may put this card on top of your deck to examine the top 2 cards of your location deck; if you have a role card, you may put them back in any order.
"
| Morph147 Korundo |
Hour is Desna's Freedom
Hour power is On each check, the first blessing played to bless may be played freely.
Start of turn
Leryn examines the top of the location deck to find Twisting Passages Card 1: Quivering Cube
Korundo changes power feat to +1d10
First explore
Korundo encounters Twisting Passages Card 1: Quivering Cube.
-it is an underground location so add 4 to diffculty.
-reveal aspect of the wolf to use survival+1d10 and melee and animal traits.
-add 1d4 from animal
-recharge saber-toothed tiger to add 1d6 to check
-reveal dire collar in response to add 1., discard it to add another 1d8.
Combat 12+4: 1d8 + 5 + 1d10 + 1d4 + 1d6 + 1 + 1d8 ⇒ (8) + 5 + (3) + (4) + (3) + 1 + (8) = 32 Success. Banish Twisting passages card #1
Recharge Headband of the Wolf to examine the top of the location: Twisting Passages Card 2: Vicious Scythe
End turn
Reset hand End turn
"
Hand: Aspect of the Wolf, Desna's Star, Major Cure, ac Holy Water, ac The Mute Hag,
Displayed: Leryn,
Deck: 17 Discard: 1 Buried: 0
Notes: power feat: +1d10
Sideboard cards:Skills and Powers:Skills:
Strength: d10 ◼️ +1 □ +2 □ +3 □ +4
Melee: Strength+2
Dexterity: d6 □ +1 □ +2
Constitution: d10 ◼️ +1 □ +2 □ +3
Intelligence: d4 □ +1
Wisdom: d8 ◼️ +1 ◼️ +2 ◼️ +3
Divine: Wisdom+3
Survival: Wisdom+2
Charisma: d4 □ +1 □ +2Favored Card: Ally or Spell
Hand Size: 4 ◼️5 □6□7
Proficient with: Light Armors □Heavy Armors Weapons
Role Card: Primal Master
Powers:
At the start (◼️ or when you encounter a bane) of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6(□1d10) and add the Animal and Melee traits. (□After the roll, you may additionally recharge that card to add its adventure deck number)(□or discard it to reroll the dice and take the new result).
◼️Add 1d4 to your check that invokes the Animal Triat
◼️You may recharge a card (◼️ or reveal a card that has the Animal trait) to add the Animal trait to your check.
◼️When you attempt an Acrobatics, Fortitude, Perception, or Stealth check, you may discard (□ or recharge) a card to use your Survival skill instead of the listed skill
□ At the end of your turn, you may discard a card to draw a card that has the Animal trait from your discard pile (□ or to exchange your displayed Hunter Class Deck corhort for another Hunter Class Deck cohort from the box).Cohorts:
LerynTraits: Animal
Display this card. While displayed, you gain the skill Perception: Wisdom+2.
While displayed, at the start of your turn, you may examine the top card of your location deck.
While displayed you may put this card on top of your deck to examine the top 2 cards of your location deck; if you have a role card, you may put them back in any order.
"
Upkeep
Banish Twisting Passages Card #1. Twisting Passages Card 2: Vicious Scythe
Examine Twisting Passages Card 2: Vicious Scythe
| Grimsnik's Radovan |
Updated starting hand.
Hand: Appleslayer, Pilaging Mace, Amadi, Surgeon, Arnisant, Red Carriage, Holy Water, The Midwife,
Displayed:
Deck: 17 Discard: 0 Buried: 0
Hero Points: 2
"NOTES:
Available Support: T-shirt Re-Roll: Available; Playmat- Available
Movement: Blessing are available to use; Move to Lair
Other: If local reduce fire, poison or range damage by 1"
"
Middle of Deck (Unknown Order): Grogul, Grappler's Mask, Elyana, Blessing of Abadar, Blessing of the Samurai, Wayfinder, Fortified Breastplate, Shadowless Sword, Blessing of Shax, Striking Wing Scimitar
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Dex +2; Stealth: Dex +2; Acrobatics: Dex +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Con +2
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armor, Weapons
POWERS:
"At the start of the scenario, display any 1 devil form ([x] or 2 devil
forms, [X ]or 3 devil forms). Once per turn, when a character at your location is dealt damage
by a bane, display a monster from the box next to a displayed devil
form."
Reduce Fire, Poison, or Ranged Combat damage ([ ]or damage dealt by a summoned monster) dealt to you ( [ x] or to a character at your location) by 1 ([ ] 2) ([ ] 3).
Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
[ ]When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
[X]When a monster encountered by a character at your location is undefeated ([X ] or when you defeat a monster), display a monster from the box next to a displayed devil form.
"Quang- You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number."
"Norge- You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number.
"
"Fell Viridio- You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number."
Damiel {CD} - Matsu Kurisu
|
Out of Turn updates:
Turn order: Korundo/morph147, Damiel/Matsu Kurisu, Amli/Akaitora, Radovan/@mikeo37,
Blessing = 1 Damiel/MatsuKurisu: The Theater
When this is the hour:At the start of your turn, examine the top card of your location; you may encounter it.
Start of Turn
At: #4: Cell
The Theater.Examine (1: Cotct Gargoyle) - Will encounter
1: Gargoyle, Monster 4: Combat 21
Gargoyle
To Defeat:
Combat 21
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Reveal Galvanic Chakram +1 (Magic) 1d12+3+1d8+1, Damiel.Alchemical discard(ac Tangleburn Bag) +1d10+2, Vulnerable to Magic +4
Combat 21: 1d12 + 3 + 1d8 + 1 + 1d10 + 2 + 4 ⇒ (7) + 3 + (3) + 1 + (8) + 2 + 4 = 28 - Banished
Give: No
Move: No
At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
Display Potion of Restoration, draw(Blessing of Abadar, Delve)
banish Delve to draw Potion of Heroism
Display Potion of Heroism
Free explore = 2: Henchman Proxy A1
Ancient Skeleton, Core Story Bane 1, Monster: Combat 19(11+4+4)
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.
BYA Recharge Major Cure(Divine)
Reveal Galvanic Chakram +1 (Magic) 1d12+3+1d8+1, Banish lt Holy Water +2d6, Amli displays a card +2, Potion of Heroism +1d6
Combat 19: 1d12 + 3 + 1d8 + 1 + 2d6 + 2 + 1d6 ⇒ (10) + 3 + (3) + 1 + (6, 2) + 2 + (3) = 30 - Banished
Location #4: Cell
When Closing: Succeed at a Disable 10(6+4) check.
Disable 1d12+3+1, Potion of Heroism +1d6
Disable 10: 1d12 + 3 + 1 + 1d6 ⇒ (4) + 3 + 1 + (3) = 11 - CLOSED
When Permanently Closed: You may draw a new ally. - YES
A1: Lyrune-quah Truthspeaker, Ally 4
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.[/dice]
On closing, Damiel moves to #3: Dungeons , Amli moves to ????, Radovan moves to ????
Peril to be removed based on Discord discussion
End of Turn
Damiel.EoT - Recharge random card: 1d1 ⇒ 1 from discard (ac Tangleburn Bag)
Recovery
Shuffle Potion of Restoration, Delve, Potion of Heroism
Reset
Draw Nil
Summary
Location = #1: Crypt - CLOSED
Acquired =
Banished = 1: Cotct Gargoyle, 2: Henchman Proxy A1
Examined =
From Box = I1: Tangleburn Bag, A1: Lyrune-quah Truthspeaker
Used = Amli displays one card +2
Give =
Other =
On closing, Damiel moves to #3: Dungeons , Amli moves to ????, Radovan moves to ????
Hand: Steel Ibis Lamellar, Good Omen (Core), Galvanic Chakram +1, hw The Lost, Blessing of Abadar, ac Lyrune-quah Truthspeaker,
Displayed: , , , , , ,
Deck: 16 Discard: 0 Buried: 2
"Notes: Distant: Good Omen: +1d6+4 vs Boon or Guard. Available
Blessings available
Other: ac Lyrune-quah Truthspeaker: +1d6 on Wisdom check. Available"
[spoiler=Skills and Powers]SKILLS
Strength d4 +0Dexterity d12 +3
- Disable: Dexterity +1
Constitution d6 +0
Intelligence d10 +2
- Craft: Intelligence +3
Wisdom d6 +0
- Perception: Wisdom +2
Charisma d4 +0
Favored Card: Weapon
Hand Size: 6
Proficient With: Light Armors Weapons
POWERS:
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it ([X] or shuffle it into your deck) instead.
You may discard a card that has the Alchemical trait ([ ] or any 2 cards) to add your Intelligence skill ([ ] +2) to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check) ([ ] or your Strength check when you do not play a weapon).
[X] When you defeat a barrier that has the Obstacle trait ([X] or any barrier), you may explore again.
[X]At the end of your turn, you may recharge a random card ([ ] or any card) from your discard pile ([ ] or your buried cards)
[X][X][ ][ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
Hero Points Available 3
Paizo Reroll AVAILABLE
Play Mat Card Draw AVAILABLE
| Amli - Akaitora |
During Damiel's turn, Amli displayed The Winged Serpent to add +2 to Damiel's check where he revealed a weapon. Then, Amli moves to Dungeon to remain with Damiel.
Based on Discord discussion, I will assume Wearisome was unmarked when Damiel closed his location.
Starting Amli's turn. The hour is The Tangled Briar.
Hour Power: When you close your location, instead of banishing its cards, shuffle them into a random other location.
Amli will explore Dungeons to encounter Dungeons Card 1: The Cyclone. Amli will try to acquire it. She will display Divine Fortune, which lets her add 1d6 to her check.
CtA Strength 8: 1d10 + 2 + 1d6 ⇒ (3) + 2 + (5) = 10
Acquired!
Amli will discard The Cyclone to explore again and encounter Dungeons Card 2: Sick Child. For her check to defeat, Amli will will reveal her Fortified Breastplate to add 3 to her check, then display her Blessing of Shax to add another +2.
CtD Fortitude 10: 1d10 + 4 + 3 + 2 + 1d6 ⇒ (5) + 4 + 3 + 2 + (3) = 17
Defeated!
Amli will end her turn. When she does, she will retrieve from her display area her Blessing of Shax and The Winged Serpent. Before resetting her hand, she will recharge her Fortified Breastplate.
Hand: Dwarven Earthbreaker +1, The Winged Serpent (Harrow), Blessing of Shax, War Drum, Holy Water,
Displayed: Divine Fortune,
Deck: 17 Discard: 1 Buried: 0
Current Location: Dungeons
Hero Points: 1
NOTES:
Available Support: Use my Blessings for any and all reasons. DIVINE FORTUNE DISPLAYED. ALL LOCALS CHECKS HAVE +1D6 ADDED Feel free to display any number of my blessings or armors to add 2 per each one displayed to your local check after revealing a weapon or armor.
Other: Don't forget! If local to Amli and you play a Blessing on her check, you can recharge any card from your discard
Middle of Deck (Unknown Order): Blessing of Gorum, Grappler's Mask, Pillaging Mace, Mountain Pattern Armor, Blessing of Pharasma, Blessing of Cayden Cailean, Blessing of Gozreh, Mighty Steed, Wolfhide Armor, Golembane Hammer +2, Renewal, Major Cure, Dwarven Plate, Belt of Charging, Blessing of Tsukiyo, Dragonbane Greatsword +2
Recharged: Fortified Breastplate,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Craft: Constitution +1
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Charisma d6 ☐ +1
Ship: Truewind
When commanding:: You may discard a card from the blessings deck to recharge a random card from your discard pile.
Plunder: W(0) S(2) Ar(0) I(0) Al(0) B(0)
Favored Card: Weapon or Armor
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Weapons, Armor, Divine
POWERS:
When a character plays a weapon or an armor for its power on a check, you may display any number of blessings and armors; for each card displayed, add 1 (☑ 2) to that check. Before you reset your hand (☐ and at the start of your turn), draw the displayed cards.
After another character at your location plays a blessing on your check, they may recharge a random weapon or armor (☑ or card of a type of your choice) from their discard pile. (☐ Then you may do the same.)
☑ At the start of your turn (☑ and after you reset your hand), you may exchange 1 card in your hand with a weapon or an armor (☑ or a spell or a blessing) in your discard pile.
☐ When you play an ally to explore your location, you may recharge it. If you do, after the exploration, (☐ you may shuffle your deck, then you must) end your turn.
☐ When you play a blessing that has the Kols or Torag trait, you may recharge it instead of discarding it.
| BR Akaitora |
During This Adventure: The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.
During This Scenario: STORY BANES
Dangers: Ancient Skeleton
Villain: None
Henchmen (Closing): Wight, Ancient Skeletons - Proxy A
Core Story Bane 1
Type: Monster
Traits: Skeleton Undead Veteran
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.
Core Story Bane 1
Type: Monster
Traits: Undead Wight Veteran
To Defeat: Knowledge 6+# OR Combat 10+##
Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.
SETUP
Add a number of Perils wildcards of your choice equal to the number of characters.
THE PERILS
ACTIVE WILDCARDS
1.- Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
2.- Wearisome: Each turn, you may use no more than 1 power that lets you explore.
3.- Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.
4.- Deadly: When you suffer damage, it is increased by 1.
Before building the locations, search the vault and character decks fro the item Holy Water and set it aside; return it at the end of the scenario. After drawing starting hands, each character draw a Holy Water - Proxy B.
CotCT 0
To Acquire:
Wisdom
Divine
4
Traits:
Liquid
Magic
Divine
POWERS:
When a local character encounters an Outsider or Undead bane, banish to let them evade it.
On a local check to defeat and Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Divine 6 check to recharge this card.
DURING THIS SCENARIO
When you close your location, remove a Perils wildcard of your choice.
Scenario Level (#): 4
Turn: 4, Radovan/Grimsnik
Monsters
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.
Core
Monster 2
Traits:
Aberration
Trap
To Defeat:
Combat 15
OR Wisdom
Perception 9
On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
If undefeated, suffer the scourge Entangled.
Core
Monster 2
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Drained.
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.
Core
Monster 2
Traits:
Construct
To Defeat:
Combat 12
OR Craft 8
Immune to Mental and Poison.
Resistant to Melee and Ranged.
If undefeated, suffer the scourge Poisoned.
Barriers
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Combat 16
OR Acrobatics
Disable
Stealth 9
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1d6 Combat damage.
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.
CotCT
Barrier 4
Traits:
Respect
Task
To Defeat:
Strength 7
OR Constitution
Fortitude 12
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
Weapons
Core
Weapon 2
Traits:
Bludgeoning
Fire
Mace
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.
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.
CotCT
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 12
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 3
Traits:
Electricity
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 12
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Knife
Loot
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
Spells
Core
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When a character encounters a monster, banish to let them evade it; a local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
CotCT
Spell 2
Traits:
Arcane
Attack
Cold
Divine
Magic
Undead
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 11
Display. While displayed:
* For your combat checks, you may use Arcane + 3d6.
* At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a non- Incorporeal monster, banish to evade it.
On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Armors
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
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.
CotCT
Armor 3
Traits:
Gray Maiden
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 10
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
Items
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Fortitude 7
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.
Core
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Craft 9
When you encounter a bane, recharge to evade it.
When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1.
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.
CotCT
Item 4
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 13
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
Allies
Core
Ally 2
Traits:
Alchemical
Ooze
To Acquire:
Intelligence
Craft 9
OR Wisdom
Survival 11
On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
DURING RECOVERY
You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.
CotCT
Ally 4
Traits:
Human
Spy
To Acquire:
Charisma
Diplomacy 11
OR Knowledge 10
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.
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.
CotCT
Ally 4
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat The Danger
Display. While displayed:
* On all Dexterity and Survival checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Dexterity and Survival checks, add 3.
CotCT
Ally 3
Traits:
Vermin
To Acquire:
Wisdom
Survival 10
OR Craft 11
On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.
Blessings
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.
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hour Power: When you would discard or bury an armor you play, you may recharge it instead.
Current Hour:
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
Hours Remaining: 26
Hourglass
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
BanishABoon 5+#
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.
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
The Beating
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
The Eclipse
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
The Waxworks
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
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.
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
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.
The Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
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.
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
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.
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
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.
Lady Despair
Core
Blessing 3
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead.
Lady Luck
Core
Blessing 3
Traits:
Deity: Desna
Divine
When this is the hour: When you play a blessing, you may give a card to any character.
To Acquire:
Wisdom
Divine
Perception 8
On any check, freely discard to reroll.
Discard to move, then explore.
The Juggler
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
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.
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.
Old Deadeye
Core
Blessing 3
Traits:
Deity: Erastil
Divine
When this is the hour: On your check, if you are at a Wild location, add 1d4.
To Acquire:
Dexterity
Divine
Survival 8
On any check, discard to bless.
On a Dexterity or Survival check, discard to bless twice.
Discard to explore.
Recharge to explore a Wild location.
Pharasma's Knowing
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
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.
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.
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
The Lucky Drunk
Core
Blessing 3
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: After your exploration, you may move to a random location.
To Acquire:
Charisma
Divine
Fortitude 8
On another local character's check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
Location #1: Lair
Underground
Wild
At This Location: The difficulty to defeat story banes is increased by 2.
When Closing: Succeed at a Strength or Melee 5+# check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 2 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Radovan/Grimsnik, None
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.
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.
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
On any combat check, freely banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
CotCT
Armor 2
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Monster 3
Traits:
Aberration
Chimera
To Defeat:
Combat 9
THEN Combat 10
THEN Combat 11
Before acting, each local character suffers 1 Fire damage.
If undefeated, 3 random local characters suffer 1d4 Combat damage.
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.
CotCT
Monster 4
Traits:
Trigger
Vermin
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then encounter this monster.
Immune to Mental.
If you are at an Underground location, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Poisoned.
CotCT
Weapon 2
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.
CotCT
Monster 2
Traits:
Undead
Zombie
To Defeat:
Combat 11+##
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
Location #2: Twisting Passages
Underground
Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Korundo/morph147, None
CotCT
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 10
Discard to explore.
Banish to heal a local character 1d4+1 allies.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
CotCT
Ally 2
Traits:
Human
Swashbuckler
To Acquire:
Charisma
Diplomacy
Melee 9
On a local combat or Charisma check, recharge to add 1d6.
Discard to explore. If you are at an Aquatic location, recharge instead.
Core
Story Bane 1
Type: Monster
Traits:
Undead
Wight
Veteran
To Defeat:
Knowledge 6+#
OR Combat 10+##
Immune to Mental and Poison.
Before acting, suffer 1 Cold damage.
If undefeated, suffer the scourge Drained.
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.
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
CotCT
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
CotCT
Monster 3
Traits:
Fey
To Defeat:
Combat 14
If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.
Location #3: 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: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Amli/Akaitora, Damiel/MatsuKurisu, None
CotCT
Monster 4
Traits:
Giant
To Defeat:
Combat 22
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
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.
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.
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Dexterity
Disable 12
OR Arcane
Divine 15
If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
* At the start and end of your turn, recharge a random Magic boon.
* When this location is closed, banish this barrier.
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.
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.
Core
Monster 3
Traits:
Animal
To Defeat:
Combat 17
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.
Location #5: Crypt
Sacred
Underground
Urban
At This Location: The difficulty of checks against Undead banes is increased by 3.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
M: 4 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
Display next to a location. While displayed:
* Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
* At the start of your turn or when this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
CotCT
Monster 2
Traits:
Outsider
To Defeat:
Combat 13
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
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.
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.
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.
CotCT
Monster 3
Traits:
Outsider
Rakshasa
To Defeat:
Combat 11
Resistant to Attack. Vulnerable to Piercing.
Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
After the roll, if the check was not blessed, reroll 1 die showing the highest value.
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
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.
Core
Monster 2
Traits:
Poison
Vermin
To Defeat:
Combat 13
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
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.
Location #6: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
Located/Displayed Here: None
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
| Grimsnik's Radovan |
Hourglass: The Keep- When you would discard or bury an armor you play, you may recharge it instead.
Amadi scouts ahead and spots a skeleton. Reveal Amadi to examine top card. Keeping Proxy A on top
Arnisant jumps at the skeleton. Recharge Arnisant to reduce the 1 point of BYA damage to 0.Display Manticore next to Quang for damage.
Radovan throws the holy water at the skeleton just before charging it. Combat 11+4+4+2: 1d8 + 2 + 1d8 + 1 + 1d4 + 1 + 4 + 2d6 ⇒ (3) + 2 + (3) + 1 + (2) + 1 + 4 + (4, 1) = 21 Reveal Pillaging Mace- bludgeoning so get the +4 for vulnerablity, banish holy water. Display Manticore next to Quang. Examine top card of location deck- Symbol of Insanity- not a boon.
Str 5+4: 1d8 + 2 + 1d6 + 3 ⇒ (7) + 2 + (1) + 3 = 13 Bury Manticore for +1d6+3
Radovan joins up with Damiel and Amli at the Dungeons. Lair is Closed
Hand: Pilaging Mace, Red Carriage, Appleslayer, Amadi, Surgeon, The Midwife,
Displayed: Norge: Mimic,
Deck: 18 Discard: 0 Buried: 1
Hero Points: 2
"NOTES:
Available Support: T-shirt Re-Roll: Available; Playmat- Available
Movement: If location closes move to Crypt
Other: If local reduce fire, poison or range damage by 1, Blessing are available to use"
"
Middle of Deck (Unknown Order): Shadowless Sword, Fortified Breastplate, Blessing of Abadar, Elyana, Blessing of the Samurai, Grappler's Mask, Blessing of Shax, Wayfinder, Striking Wing Scimitar, Grogul
Recharged: Arnisant,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Dex +2; Stealth: Dex +2; Acrobatics: Dex +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Con +2
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armor, Weapons
POWERS:
"At the start of the scenario, display any 1 devil form ([x] or 2 devil
forms, [X ]or 3 devil forms). Once per turn, when a character at your location is dealt damage
by a bane, display a monster from the box next to a displayed devil
form."
Reduce Fire, Poison, or Ranged Combat damage ([ ]or damage dealt by a summoned monster) dealt to you ( [ x] or to a character at your location) by 1 ([ ] 2) ([ ] 3).
Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
[ ]When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
[X]When a monster encountered by a character at your location is undefeated ([X ] or when you defeat a monster), display a monster from the box next to a displayed devil form.
"Quang- You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number."
"Norge- You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number.
"
"Fell Viridio- You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number."
Lair Closed
| Morph147 Korundo |
Hour is The Empty Throne
Hour power is On your check, you may banish a boon to reroll a die.
Start of turn
Korundo changes power feat 6 card hand size.
First explore
encounter Vicious Scythe. Reveal aspect of the wolf to add animal and 1d4 to the check.
Melee 11: 1d10 + 3 + 1d4 ⇒ (9) + 3 + (4) = 16 Success
Recharge The Mute Hag to examine the top card of my location. Twisting Passages Card 2: Twitch Tonic. Choose not to heal for playing my harrow
End turn
recharge desna's star to recharge dire collar
reset hand. End turn
"
Hand: Aspect of the Wolf, Blessing of Gorum, ac Vicious Scythe, Major Cure, Aspect of the Stag, ac Holy Water,
Displayed: Leryn,
Deck: 18 Discard: 0 Buried: 0
Notes: power feat: 6 card hand size
Sideboard cards:Skills and Powers:Skills:
Strength: d10 ◼️ +1 □ +2 □ +3 □ +4
Melee: Strength+2
Dexterity: d6 □ +1 □ +2
Constitution: d10 ◼️ +1 □ +2 □ +3
Intelligence: d4 □ +1
Wisdom: d8 ◼️ +1 ◼️ +2 ◼️ +3
Divine: Wisdom+3
Survival: Wisdom+2
Charisma: d4 □ +1 □ +2Favored Card: Ally or Spell
Hand Size: 4 ◼️5 □6□7
Proficient with: Light Armors □Heavy Armors Weapons
Role Card: Primal Master
Powers:
At the start (◼️ or when you encounter a bane) of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6(□1d10) and add the Animal and Melee traits. (□After the roll, you may additionally recharge that card to add its adventure deck number)(□or discard it to reroll the dice and take the new result).
◼️Add 1d4 to your check that invokes the Animal Triat
◼️You may recharge a card (◼️ or reveal a card that has the Animal trait) to add the Animal trait to your check.
◼️When you attempt an Acrobatics, Fortitude, Perception, or Stealth check, you may discard (□ or recharge) a card to use your Survival skill instead of the listed skill
□ At the end of your turn, you may discard a card to draw a card that has the Animal trait from your discard pile (□ or to exchange your displayed Hunter Class Deck corhort for another Hunter Class Deck cohort from the box).Cohorts:
LerynTraits: Animal
Display this card. While displayed, you gain the skill Perception: Wisdom+2.
While displayed, at the start of your turn, you may examine the top card of your location deck.
While displayed you may put this card on top of your deck to examine the top 2 cards of your location deck; if you have a role card, you may put them back in any order.
"
Upkeep
Acquire Twisting Passages Card 1
Examine Twisting Passages Card 2
Damiel {CD} - Matsu Kurisu
|
Out of Turn updates:
Turn order: Korundo/morph147, Damiel/Matsu Kurisu, Amli/Akaitora, Radovan/@mikeo37,
Blessing = 2 Damiel/MatsuKurisu: Rovagug's Destruction
When this is the hour:On your check, you may banish a random blessing from your discards to bless.
Start of Turn
At: #3: Dungeons
Give: ac Lyrune-quah Truthspeaker to Amli
Move: No
At This Location: The difficulty of combat checks is increased by 2.
Free explore = 1: Ash Giant, Monster 4: Combat 22
Giant
To Defeat:
Combat 22
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Reveal Galvanic Chakram +1 (Magic) 1d12+3+1d8+1, Amli displays a card +2, Divine Fortune +1d6
Dungeon +2DC
Combat 24(2+2)2: 1d12 + 3 + 1d8 + 1 + 2 + 1d6 ⇒ (8) + 3 + (5) + 1 + 2 + (6) = 25 - Banished
Bury(Discard) hw The Lost, explore =
Played Harrow, heal a card (hw The Lost)
2: Henchman Proxy A4
Turn paused to talk resources
Damiel {CD} - Matsu Kurisu
|
Turn continued
Bury(Discard) hw The Lost, explore =
Played Harrow, heal a card (hw The Lost)
2: Henchman Proxy A4
Ancient Skeleton, Core Story Bane 1, Monster: Combat 19(11+4+4)
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.
BYA Suffer 1 Combat Damage, Deadly +1, reveal Steel Ibis Lamellar -3 to 0
Reveal Galvanic Chakram +1 (Magic) 1d12+3+1d8+1, Amli Banish lt Holy Water +2d6, Divine Fortune +1d6
Dungeon +2DC
Combat 21(19+2): 1d12 + 3 + 1d8 + 1 + 2d6 + 1d6 ⇒ (7) + 3 + (3) + 1 + (1, 3) + (3) = 21 - Banished
Location #3: Dungeons
When Closing: Summon and defeat the danger.
Ancient Skeleton, Core Story Bane 1, Monster: Combat 19(11+4+4)
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.
BYA Suffer 1 Combat Damage, Deadly +1, reveal Steel Ibis Lamellar -3 to 0
Reveal Galvanic Chakram +1 (Magic) 1d12+3+1d8+1, Bury(Discard) Blessing of Abadar +1d12, Divine Fortune +1d6
Dungeon +2DC
Combat 21(19+2): 1d12 + 3 + 1d8 + 1 + 1d12 + 1d6 ⇒ (7) + 3 + (8) + 1 + (9) + (6) = 34 - Defeated. Dungeon closed
On close, Damiel moves to #5: Crypt, Radovan & Amli move to ???
Banished Unhallowed
End of Turn
Damiel.EoT - Recharge random card: 1d1 ⇒ 1 from discard (Nil)
Recovery
Reset
Draw Potion of Heroism, Alchemist's Suit, Acid Flask
Summary
Location = #3: Dungeons - CLOSED
Acquired =
Banished = 1: Ash Giant
Examined =
From Box =
Used = Amli displays one card, Amli Banish lt Holy Water
Give = ac Lyrune-quah Truthspeaker to Amli
Human, Oracle
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.
Other = Banished Unhallowed
On close, Damiel moves to #5: Crypt, Radovan & Amli move to ???
Hand: Steel Ibis Lamellar, Good Omen (Core), Galvanic Chakram +1, Potion of Heroism, Alchemist's Suit, Acid Flask,
Displayed: , , , , , ,
Deck: 13 Discard: 0 Buried: 4
"Notes: Distant: Good Omen: +1d6+4 vs Boon or Guard. Available
Blessings available
Other: Items Available"
Dexterity d12 +3
- Disable: Dexterity +1
Constitution d6 +0
Intelligence d10 +2
- Craft: Intelligence +3
Wisdom d6 +0
- Perception: Wisdom +2
Charisma d4 +0
Favored Card: Weapon
Hand Size: 6
Proficient With: Light Armors Weapons
POWERS:
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it ([X] or shuffle it into your deck) instead.
You may discard a card that has the Alchemical trait ([ ] or any 2 cards) to add your Intelligence skill ([ ] +2) to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check) ([ ] or your Strength check when you do not play a weapon).
[X] When you defeat a barrier that has the Obstacle trait ([X] or any barrier), you may explore again.
[X]At the end of your turn, you may recharge a random card ([ ] or any card) from your discard pile ([ ] or your buried cards)
[X][X][ ][ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
Hero Points Available 3
Paizo Reroll AVAILABLE
Play Mat Card Draw AVAILABLE
Damiel {CD} - Matsu Kurisu
|
Out of Turn Updates
Turn order Merisiel, Grenek, Zelhara/MatsuKurisu, Mr. Balazar,
Blessing = #11 Zelhara/Matsu Kurisu: The Unicorn
When this is the hour: Your check to acquire is blessed.
Start of Turn
At: Twisting Passages
Give: No
Move: No
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
Free explore = 1: Ancient Skeleton, Story Bane Monster 1: Combat 15(11+2+2)
Traits
Undead
Skeleton
Veteran
Check
Combat
11+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, either recharge a Divine card or suffer 1 Combat damage.
BYA, Recharge Divine (ac Gorum's Iron)
Reload Raiper 1d10+1+2+1d8+1d4, Freely Recharge Starknife +1d4, discard The Big Sky +1d10
Combat 15: 1d10 + 1 + 2 + 1d8 + 1d4 + 1d4 + 1d10 ⇒ (3) + 1 + 2 + (5) + (3) + (1) + (3) = 18 - Banished
Twisting Passages
When Closing: Succeed at a Wisdom 7(5+2) check.
Wisdom 1d10+1, Discard The Paladin +1d10+1d6
Wisdom 7: 1d10 + 1 + 1d10 + 1d6 ⇒ (5) + 1 + (9) + (6) = 21 - CLOSED
When Permanently Closed: Each local character moves to a random other location.
Only location open is Dungeons
On closing, Merisiel, Zelhara, move to Dungeons
Deadly is banished
Zelhara ends her turn.
Zelhara attempts to recover all cards in her Recovery pile.
Zelhara resets her hand.
Draw up Rapier (Core), Mouse, Soothing Word, Desna's Freedom, Cure
Star of Mr Balazar's turn.
Banish Soothing Word, Heal Merisiel 1 card and remove Dazed
Banish Cure, Heal Merisiel: 1d4 + 1 ⇒ (1) + 1 = 2
Soothing Word: Divine 8: 1d10 + 1 + 2 ⇒ (9) + 1 + 2 = 12 -> Soothing Word recharged discarded.
Cure: Take 0 discarded
Bury Token of Remembrance (Core) to reload Cure
Summary
Location = Twisting Passages - CLOSED
Acquired =
Banished = 1: Ancient Skeleton
Examined =
Location =
Acquired =
Banished =
Examined =
From Box =
Displayed =
Give =
Used =
Other = On closing, Merisiel, Zelhara, move to Dungeons
Deadly is banished
Heal Merisiel 3 cards and remove Dazed
"
Hand: Rapier (Core), Mouse, Desna's Freedom,
Displayed:
Deck: 10 Discard: 4 Buried: 3
HP Kept: 0
NOTES:
Available Support: Distant: Blessings available
Local:
Other: Move: to Dungeons
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Divine +2
- Knowledge +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
- Diplomacy +1
Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Light Armor, Divine, Weapon
POWERS:
On your check that invokes the Chain, Finesse or Knife trait, you may use Divine instead of the listed skill.
Ignore Redemption cards.
Once per turn (~ or any number of times on your turn), when a power happens if a boon has the Corrupted trait, you may ignore that power.
A character at your location may bury an ally (~ or a card that has the Corrupted trait) from her discard pile; if she does, shuffle a random card ([X] or 2 random cards) from your discard pile into your deck.
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE
| Amli - Akaitora |
During Damiel's turn, Amli displayed her Winged Serpent to add +2 to his check, then banished her Holy Water. When the location closed, she moved with Damiel to the Cryp. I'm assuming Radovan also moved to the crypt when Lair closed.
Starting Amli's turn. The hour is The Fiend. Hour Power: When you suffer a scourge on your turn, each local character suffers it.
At the start of her turn, Divine Fortune goes to recovery. Amli will also swap her War Drum with her The Cyclone.
Amli will explore to encounter Crypt Card 1: Magical Mansion. Amli will ask Damiel to banish Good Omen (Core) to add 1d6+4 to her check to acquire the spell.
CtA Intelligence 8: 1d4 + 1d6 + 4 ⇒ (3) + (5) + 4 = 12
Acquired. Amli will discard The Cyclone to explore again and encounter Crypt Card 2: Barghest.
For her check to defeat, Amli will reveal and discard her Dwarven Earthbreaker +1 to use her Melee + 3d6+1.
CtD Combat 13: 1d8 + 4 + 3d6 + 1 ⇒ (5) + 4 + (2, 4, 4) + 1 = 20
Barghest would be defeated, so its power activates.
Defeated?: 1d4 ⇒ 2
Yes!
Amli will end her turn, when she does, she retrieves The Winged Serpent from her display area. She will also swap Magical Mansion in her hand with War Drum in her discard pile.
During Recovery, Amli will choose to fail the check to recharge Divine Fortune on purpose.
After the start of Radovan's turn, Amli will recharge her War Drum to draw her Dwarven Earthbreaker from her discard pile.
Hand: Golembane Hammer +2, Dwarven Earthbreaker +1, Blessing of Shax, The Winged Serpent (Harrow), Lyrune-quah Truthspeaker,
Displayed:
Deck: 17 Discard: 3 Buried: 0
Current Location: Crypt
Hero Points: 1
NOTES:
Available Support: Use my Blessings for any and all reasons. Feel free to display any number of my blessings or armors to add 2 per each one displayed to your local check after revealing a weapon or armor.
Other: Don't forget! If local to Amli and you play a Blessing on her check, you can recharge any card from your discard
Middle of Deck (Unknown Order): Belt of Charging, Major Cure, Blessing of Tsukiyo, Blessing of Cayden Cailean, Grappler's Mask, Blessing of Pharasma, Renewal, Wolfhide Armor, Blessing of Gozreh, Dwarven Plate, Dragonbane Greatsword +2, Blessing of Gorum, Mighty Steed, Mountain Pattern Armor, Pillaging Mace
Recharged: Fortified Breastplate, War Drum,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Craft: Constitution +1
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Charisma d6 ☐ +1
Ship: Truewind
When commanding:: You may discard a card from the blessings deck to recharge a random card from your discard pile.
Plunder: W(0) S(2) Ar(0) I(0) Al(0) B(0)
Favored Card: Weapon or Armor
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Weapons, Armor, Divine
POWERS:
When a character plays a weapon or an armor for its power on a check, you may display any number of blessings and armors; for each card displayed, add 1 (☑ 2) to that check. Before you reset your hand (☐ and at the start of your turn), draw the displayed cards.
After another character at your location plays a blessing on your check, they may recharge a random weapon or armor (☑ or card of a type of your choice) from their discard pile. (☐ Then you may do the same.)
☑ At the start of your turn (☑ and after you reset your hand), you may exchange 1 card in your hand with a weapon or an armor (☑ or a spell or a blessing) in your discard pile.
☐ When you play an ally to explore your location, you may recharge it. If you do, after the exploration, (☐ you may shuffle your deck, then you must) end your turn.
☐ When you play a blessing that has the Kols or Torag trait, you may recharge it instead of discarding it.
| Grimsnik's Radovan |
Hourglass: The Beating- When you encounter a monster from a location, before acting, another local character summons and encounters it.
SOT- Reveal Amadi to look at top card of Radovan's deck- Fortified Breastplate. Keeping it on top.
Free Explore-
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.
The group gets ambushed by assassins.
Who gets Red Mantis Assassin- K/D/A: 1d3 ⇒ 1 Korundo.
Pausing for summoned monsters.
| Morph147 Korundo |
Encounter of the Red Mantis Assassin
BYA Perception check, reveal aspect of the stag to add animal and 1d4 to the check.
Perception 4+4: 1d8 + 5 + 1d4 ⇒ (1) + 5 + (1) = 7 fail. dice=difficulty increase]1d6[/dice]
Korundo will use Vicious Scythe with melee+1d10+1. discard to add 1d10+1. blessing of gorum to add 2 die to the check. reveal aspect of the wolf to add 1d4.
Combat 10+4+4+4: 1d10 + 3 + 1d10 + 1 + 1d10 + 1 + 2d10 + 1d4 ⇒ (6) + 3 + (8) + 1 + (2) + 1 + (1, 9) + (2) = 33 Success
"
Hand: Aspect of the Wolf, Major Cure, Aspect of the Stag, ac Holy Water,
Displayed: Leryn,
Deck: 18 Discard: 2 Buried: 0
Notes: power feat: 6 card hand size
Sideboard cards:Skills and Powers:Skills:
Strength: d10 ◼️ +1 □ +2 □ +3 □ +4
Melee: Strength+2
Dexterity: d6 □ +1 □ +2
Constitution: d10 ◼️ +1 □ +2 □ +3
Intelligence: d4 □ +1
Wisdom: d8 ◼️ +1 ◼️ +2 ◼️ +3
Divine: Wisdom+3
Survival: Wisdom+2
Charisma: d4 □ +1 □ +2Favored Card: Ally or Spell
Hand Size: 4 ◼️5 □6□7
Proficient with: Light Armors □Heavy Armors Weapons
Role Card: Primal Master
Powers:
At the start (◼️ or when you encounter a bane) of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6(□1d10) and add the Animal and Melee traits. (□After the roll, you may additionally recharge that card to add its adventure deck number)(□or discard it to reroll the dice and take the new result).
◼️Add 1d4 to your check that invokes the Animal Triat
◼️You may recharge a card (◼️ or reveal a card that has the Animal trait) to add the Animal trait to your check.
◼️When you attempt an Acrobatics, Fortitude, Perception, or Stealth check, you may discard (□ or recharge) a card to use your Survival skill instead of the listed skill
□ At the end of your turn, you may discard a card to draw a card that has the Animal trait from your discard pile (□ or to exchange your displayed Hunter Class Deck corhort for another Hunter Class Deck cohort from the box).Cohorts:
LerynTraits: Animal
Display this card. While displayed, you gain the skill Perception: Wisdom+2.
While displayed, at the start of your turn, you may examine the top card of your location deck.
While displayed you may put this card on top of your deck to examine the top 2 cards of your location deck; if you have a role card, you may put them back in any order.
"