
AAUGHWHY's PFSACG Aric/TRR |

Starting Location: Cliff
Starting Identity: Aric
Loot: Exchanging Masque for Ausio Carowyn. Exchanging Mask of Stolen Mien for Red War Paint. Exchanging Rapier for Serithtial
Hand: Lockpick Shield, Quick-Change Mask, Blessing of the Midnight Lord, Serithtial, Heister, Cockroach Coat, Blessing of The Vaultmaster,
Displayed:
Kit: Blessing of the Ancients, Dandy Brute, Psychic Detective,
Deck: 15 Discard: 0 Buried: 0
"NOTES:
Available Support: Can discard card to allow reroll on failed local check to defeat monster or barrier (only as TRR)Vaultmaster: +2 dice vs Barriers
Midnight Lord: +2 dice on CON or has Finesse
Hiester: +1d12 to local barrier, I draw an item if you succeed"
Display Cockroach Coat
"
Hand: Lockpick Shield, Quick-Change Mask, Blessing of the Midnight Lord, Serithtial, Heister, The Courtesan, Blessing of The Vaultmaster,
Displayed: Cockroach Coat,
Kit: Blessing of the Ancients, Dandy Brute, Psychic Detective,
Deck: 14 Discard: 0 Buried: 0
NOTES:
Available Support: Can discard card to allow reroll on failed local check to defeat monster or barrier (only as TRR)Vaultmaster: +2 dice vs Barriers
Midnight Lord: +2 dice on CON or has Finesse
Hiester: +1d12 to local barrier, I draw an item if you succeed
Middle of Deck (Unknown Order): The Lost Harrows, Mask of the Red Raven, Clockwork Spy, Glamered Leather Armor, Fortune Teller, Dreamstalker, Blessing of Bastet, Captain's Cutlass (Finesse), Shadowless Sword (Finesse), Ausio Carowyn, Blessing of Zon-Kuthon, Red War Paint, Evangelist
Recharged: Vampiric Backsword +3 (Finesse),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3
Favored Card: None
Favored Card: None
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck) ([X] or when a character encounters a villain or a henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand ([X] or the top card of your deck) with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire ([ ] or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([ ] If it is an ally that has Diplomacy in its check to acquire, draw it)[ooc]
===================================
THE RED RAVEN: SKILLS AND POWERS
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d4 ☐ +1
Hand Size: 4 ☐ 5 ☐ 6
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck) ([X] or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[ ]On your combat check, you may discard ([ ] or recharge) a card that has the Accessory or Clothing Trait or an armor to add 1d8 ([ ] 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier) you may discard a card to allow her to reroll the dice and take the new result
[ ]When a Villain escapes, you may move to a new location that was neither closed nor temporarily closed

Varian 12789 |

Out of Turn Updates: None
Turn Order: Varian, Heggal, Aric, Ukuja
Turn - Hour: 1 - Sands of the Hour
Hour Rules: None
SOT:
Draw #(6) Cards and recharge #(6) Cards
Draw: Eagle Aerie, Salvator Scream, Samisen of Oracular Vision, Crystal Ball, Blessing of Osiris, Oparal
Recharge: Eagle Aerie, Staff of Greater Necromancy, Blessing of the Gods, Blessing of the Starsong, Staff of Dark Flame, Blessing of Osiris
Will discard Salvator Scream to draw next blessing from hour deck - Hourglass Card 1 Heggal/kuey
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Give Card: None
Move: Stay at Library
Location Powers: None
Explore: Library Card 1: Third Eye
Will recharge The Cricket for Urban assistance to add 1d4+1
Arcane Check DC 13: 1d12 + 6 + 1d4 + 1 ⇒ (9) + 6 + (3) + 1 = 19 Success
CotCT
Item 6
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 13
Display. While displayed:
* At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it.
* On your Perception check, you may freely draw this card to add 1d10.
* You may freely reload to ignore a power that happens when you examine a card.
Will display the Third eye
Will Banish Zellara's Harrow Deck to examine the top 3 cards of any location and return them in the following order:
Library Card 4: Staff of Greater Healing
Library Card 2: Rovagug's Destruction
Library Card 3: Henchman Proxy A3
Will discard the Marriage to explore. Will draw random ally to hand (Salvator)
Will discard Salvator to draw next hour (Hourglass Card 2 Aric/AAUGHWHY Iomedae's Justice)
:
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.
Will recharge Samisen to examine some cards
Arsenal Card 1: Horrorbane Heavy Pick
Mountain Card 1: Cursed Statue (TRIGGER) - Will reload Third Eye to avoid nastiness
Cell Card 1: The Twin
Will discard Iomedae's Justice to explore
Explore: Library Card 4: Staff of Greater Healing
Will put fire snake to recovery and ask Ukuja to recharge blessing of the green faith
Arcane Check DC 14: 1d12 + 6 + 1d12 ⇒ (6) + 6 + (4) = 16 Success
CotCT
Item 6
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 14
At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them.
Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters.
Will recharge Oparal to shuffle a random ally into deck (Salvator)
Varian ends his turn.
Varian attempts to recover all cards in his Recovery pile (except for arcane spells which are discarded).
During recovery, attempting to recharge rather than discard Harrow Deck. If hour is harrow, add 1d4.
Perception Check DC 12 with Harrow: 1d6 + 1 ⇒ (4) + 1 = 5 No Success
Varian recharges spell(s) FireSnake and then resets his hand.
Will display third eye after Heggal's sot.
checks against Undead banes
The Harrow suit is Crowns.
Add 1d4 to Charisma non-combat checks.
When you play your harrow, you may draw a random ally from your discards.
When you move to or from the Base without playing a boon to move, bury a boon.
When you would close your location, first search it for Evidence. If you find it, do not close your location; instead, either banish the Evidence or shuffle the location and reload the Evidence into it.
When Togomor is defeated, shuffle together the villain Sermignatto and a number of monsters equal to the number of locations, then shuffle 2 of these cards into your location and 1 into each other location.
"
Hand: Life Drain#Core, Crystal Ball, Rodrick, Staff of Greater Healing, Staff of Greater Necromancy, Eagle Aerie, Life Drain,
Displayed: Radovan, Third Eye,
Deck: 15 Discard: 3 Buried: 0
Hero Points: 1
NOTES:
Available Support: Blessings are available for use. (Starsong can be buried for reroll and Osiris can be used to add d4 to healing check or cards healed.)
Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
Movement: Order for my movement: Library, Castle, Arsenal, Cliff, Base, Cell, Mountain
Other: Loot Pref: Sp6
Recharged: Fire Snake,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
Acrobatics: Dexterity +1
Arcane: Intelligence +2
Knowledge: Intelligence +2
Perception: Wisdom +1
SCION OF CHELIAX
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Arcane, Sword
POWERS:
On your check to recharge a spell, you automatically fail.
Before you reset, you may recharge an Arcane spell (☑ or 2 Arcane spells) (☐ or an ally that lists Diplomacy in its check to acquire) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4(☑+1). (☐ If the card you recharge is a Diplomacy or Finesse card, add its level.)
☑ At the start of your turn, you may draw up to # (☐+2) cards, then recharge that number of cards.
☐ On your check to acquire a Finesse or Magic boon (☐ or on your check that invokes Finesse or Poison), add 1d4.
☐ On another character’s check [ooc](☐ or your check), when you play an ally that would add 1 or more dice, you may add 1d12 instead of the normal dice.[/ooc]
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1) +2 (Salvator x2)
Notes for Heggal: recharged BotGF for Varian
Additional Info 1: if close, check for evidence
Additional Info 2: Togomor defeated -> Semignatto and more monsters
Heggal - Location #1: Arsenal 1-11 remain // 1=Horrorbane Heavy Pick
Location #2: Castle 1-11 remain
Location #3: Cell 1-11 remain // 1=The Twin
Ukuja, Aric - Location #4: Cliff 1-11 remain
Location #5: Mountain 1-11 remain // 1=Cursed Statue
Varian - Location #6: Library 2,3,5-11 remain // 2=Rovagug's Destruction, 3=Henchman
Location #7: Base 1-15 remain

Heggal - ACG kuey |

Out of Turn Updates: Nil
Turn Order: Varian, Heggal, Aric, Ukuja,
Turn: Turn 2: Ukuja's Erastil's Eye
Hour Power: If you are at a Wild location, you may discard a card to explore.
SOT: Nil
Give Card: Nil
Move: Move to #2: Castle
Explore:
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.
Reveal Lookout for +1d4+3
Recharge Grappler's Mask to use Melee instead of Constitution
BYA: Constitution DC8: 1d8 + 5 + 1d4 + 3 ⇒ (2) + 5 + (1) + 3 = 11
Reveal Ukwar Axe for Melee+1d8+1; reload for +1d8
Reveal Lookout for +1d4+3
Combat DC18: 1d8 + 5 + 1d8 + 1 + 1d8 + 1d4 + 3 ⇒ (4) + 5 + (3) + 1 + (1) + (1) + 3 = 18 ==> Defeated
Discard Sklar-Quah Thundercaller to examine and explore
CotCT
Monster 6
Traits:
Aberration
To Defeat:
Combat 25
Before acting, 2 local characters summon and encounter the story bane Boggard Champion.
The difficulty to defeat is increased by twice your number of scourge markers.
BYA: Summon Boggard Champion
STORY BANE
CHECK TO DEFEAT
COMBAT
11
+##
TYPE
MONSTER
POWERS
If you are at an Aquan location, the difficulty to defeat is increased by 1d12.
If undefeated, bury a random card from your discards and suffer the scourge Frightened.
Reveal Lookout for +1d4+3
Reveal Flaming Longsword +3 for Melee+1d8+3
Sklar-Quah Thundercaller for +3
Combat DC11+12: 1d8 + 5 + 1d8 + 3 + 1d4 + 3 + 3 ⇒ (2) + 5 + (1) + 3 + (1) + 3 + 3 = 18 Spend 1 Hero Point to reroll (2 to 1)
Combat DC11+12: 1d8 + 5 + 1d8 + 3 + 1d4 + 3 + 3 ⇒ (5) + 5 + (5) + 3 + (3) + 3 + 3 = 27 ==> Defeated
Now for Mobogo
Reveal Lookout for +1d4+3
Reveal Flaming Longsword +3 for Melee+1d8+3; discard for +2d6
Sklar-Quah Thundercaller for +3
Combat DC25: 1d8 + 5 + 1d8 + 3 + 2d6 + 1d4 + 3 + 3 ⇒ (7) + 5 + (1) + 3 + (2, 3) + (1) + 3 + 3 = 28 ==> Defeated
Discard The Theater to examine and encounter
Draw random Ally from discard ==> Sklar-Quah Thundercaller
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.
Reveal Lookout for +1d4+3
Scenario for +1d4
Diplomacy DC11: 1d10 + 2 + 1d4 + 3 + 1d4 ⇒ (10) + 2 + (2) + 3 + (2) = 19 ==> Acquired
End Turn: Reset hand.
"
Hand: Kazavon's Shield, Sklar-Quah Thundercaller, Jasan Adriel, Lookout, Blessing of Abadar, Ukwar Axe, Evangelist,
Displayed:
Deck: 13 Discard: 2 Buried: 0
Current Location: #2: Castle
Hero Points: 1
Tier.XP : 6.1
Respect : 4
Reroll Avail?: Yes
NOTES:
Available Support: Blessings: Use as needed
Lookout: +1d6 Perception
Sklar-Quah Thundercaller: +1d6 Str & Acrobatics
Evangelist: +1d4 local check
Movement: If current location closes: #1: Arsenal
Middle of Deck (Unknown Order): Ring of Stony Flesh, Lyrune-Quah Moon Maiden, Chain Mail (Core), Blessing of Cayden Cailean, Ruan Mirukova, Grayflame Mace +2, Blessing of Angradd, Vengeful Storm, Blessing of Shizuru, Lyrune-Quah Truthspeaker, Burst of Glory, Righteousness
Recharged: Grappler's Mask,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☑ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Divine: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7 ☐ 8
Proficiencies:
Light Armors | Heavy Armors | ☑ Weapons
POWERS:
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☑+1)(☑+2) (☑+3) to your check.
☐ At the start of your turn, you may discard 1 ally then add 1 weapon (☐ or card) from your discard pile to your hand.
☐ When you play Blessing of Cayden Cailean, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1) +2 (Salvator x2)
Notes for Heggal: recharged BotGF for Varian
Additional Info 1: if close, check for evidence
Additional Info 2: Togomor defeated -> Semignatto and more monsters
Location #1: Arsenal 1-11 remain // 1=Horrorbane Heavy Pick
Heggal - Location #2: Castle 4-11 remain
Location #3: Cell 1-11 remain // 1=The Twin
Ukuja, Aric - Location #4: Cliff 1-11 remain
Location #5: Mountain 1-11 remain // 1=Cursed Statue
Varian - Location #6: Library 2,3,5-11 remain // 2=Rovagug's Destruction, 3=Henchman
Location #7: Base 1-15 remain

AAUGHWHY's PFSACG Aric/TRR |

Hour is Varian's The Wind and the Waves: At the start of the turn, any character may recharge a card to move.
Start of turn, switch to TRR. Exchange The Courtesan with Blessing of the Ancients in kit
Stay at Cliff. Examine top card of location: The Rakshasa.
Encounter Card 1: The Rakshasa. Auto-Fail INT 10
Discard Blessing of the Ancients to examine then explore. Examine Card 2: Lockpick Shield, which triggers. On examine, Exchange Blessing of the Vaultmaster with Psychic Detective in kit. Perception Skill increases difficulty by 6. For the check, recharge Lockpick Shield to use 2d10+2 for disable. Also recharge Heister for +1d12
Disable 18: 2d10 + 1d12 + 2 ⇒ (4, 8) + (11) + 2 = 25 Heister lets me draw a new item: Random Item 2: Ring of Immolation
Take explore from Blessing of the Ancients (since the runes encounter was a trigger). Encounter Card 3: Mantle of Life. Auto-Fail CON check and Banish.
Discard Psychic Detective to examine then explore. Examine and explore Card 4: Corpse Lotus. Wild Location increases difficulty by 6. For the combat, reveal Serithtial for Acrobatics+1d12+4. Recharge Blessing of the Midnight Lord for +2 dice.
Combat 28: 3d10 + 1d12 + 1d4 + 10 ⇒ (10, 10, 8) + (12) + (4) + 10 = 54 Wow!
End of turn, examine top card of location. Card 5: Cytillipede. Encounter it. For the BA, Recharge Quick-Change Mask to use my Stealth instead of the listed skills.
BA (Stealth) 7: 1d10 + 1d4 + 6 ⇒ (3) + (3) + 6 = 12
For the combat, reveal Serithtial for Acrobatics+1d12+4
Combat 16: 1d10 + 1d12 + 1d4 + 10 ⇒ (8) + (4) + (2) + 10 = 24 Even removing the 2 due to the location, I still succeed. On defeating a monster, switch back to Aric
Hand: Fortune Teller, Red War Paint, Glamered Leather Armor, Evangelist, Serithtial, Mask of the Red Raven, Ring of Immolation,
Displayed: Cockroach Coat,
Kit: The Courtesan, Dandy Brute, Blessing of The Vaultmaster,
Deck: 13 Discard: 2 Buried: 0
"NOTES:
Available Support: Can discard card to allow reroll on failed local check to defeat monster or barrier (only as TRR)"
Display Red War Paint and Glamered Leather Armor
Copy/paste from here:
"
Hand: Fortune Teller, Evangelist, Serithtial, Mask of the Red Raven, Ring of Immolation,
Displayed: Cockroach Coat, Red War Paint, Glamered Leather Armor,
Kit: The Courtesan, Dandy Brute, Blessing of The Vaultmaster,
Deck: 13 Discard: 2 Buried: 0
NOTES:
Available Support: Can discard card to allow reroll on failed local check to defeat monster or barrier (only as TRR)Evangelist: Recharge for +1d4 to local check
Middle of Deck (Unknown Order): Clockwork Spy, Ausio Carowyn, Blessing of Zon-Kuthon, Captain's Cutlass (Finesse), Blessing of Bastet, The Lost Harrows, Shadowless Sword (Finesse), Dreamstalker
Recharged: Vampiric Backsword +3 (Finesse), Heister, Lockpick Shield, Blessing of the Midnight Lord, Quick-Change Mask,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3
Favored Card: None
Favored Card: None
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck) ([X] or when a character encounters a villain or a henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand ([X] or the top card of your deck) with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire ([ ] or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([ ] If it is an ally that has Diplomacy in its check to acquire, draw it)[ooc]
===================================
THE RED RAVEN: SKILLS AND POWERS
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d4 ☐ +1
Hand Size: 4 ☐ 5 ☐ 6
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck) ([X] or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[ ]On your combat check, you may discard ([ ] or recharge) a card that has the Accessory or Clothing Trait or an armor to add 1d8 ([ ] 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier) you may discard a card to allow her to reroll the dice and take the new result
[ ]When a Villain escapes, you may move to a new location that was neither closed nor temporarily closed
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1) +2 (Salvator x2)
Notes for Heggal: recharged BotGF for Varian
Additional Info 1: if close, check for evidence
Additional Info 2: Togomor defeated -> Semignatto and more monsters
Location #1: Arsenal 1-11 remain // 1=Horrorbane Heavy Pick
Heggal - Location #2: Castle 4-11 remain
Location #3: Cell 1-11 remain // 1=The Twin
Ukuja, Aric - Location #4: Cliff 6-11 remain
Location #5: Mountain 1-11 remain // 1=Cursed Statue
Varian - Location #6: Library 2,3,5-11 remain // 2=Rovagug's Destruction, 3=Henchman
Location #7: Base 1-15 remain

Ukuja the sailor |

Cytillipede BYA effects all local characters but Ukuja auto passes wisdom 7 by revealing Headband of Inspired Wisdom.
Hour is Heggal/kuey's The Winged Serpent: When this is the hour: Your Ranged check is blessed.
Leryn examines Cliff Card 6: Cotct Gargoyle no trigger. Place Huntsman's Greatsword +2 in kit and draw Angelstep.
Ukuja heads to Base.
Free explore draw 1. Cressida Kroft, 2. Marcus Endrin, 3. Vencarlo Orisini, 4. Keppira D'bear, 5. Laori Vaus, 6. Ishani Dhatri. Keep and display Ishani Dhatri and draw a card: Blessing of the Green Faith (1). Bury Ishani Dhatri to draw random blessing #1 The Unicorn (Crowns so blessing 6)
Discard Elk to explore. Draw 1. Cressida Kroft, 2. Marcus Endrin, 3. Vencarlo Orisini, 4. Keppira D'bear, 5. Laori Vaus, 7. Truthspeaker Akram Draw and display Cressida Kroft and draw a card: Cure. Bury Cressida Kroft to draw an attack spell: Random spell #4 Dominate.
Discard Druid of the Green Faith to draw Elk and explore. Draw 2. Marcus Endrin, 3. Vencarlo Orisini, 4. Keppira D'bear, 5. Laori Vaus, 7. Truthspeaker Akram, 8. Sabina Merrin. Keep and display Keppira D'bear and draw a card: Guide.
Discard The Tyrant to explore and draw Druid of the Green Faith. Draw 2. Marcus Endrin, 3. Vencarlo Orisini, 5. Laori Vaus, 7. Truthspeaker Akram, 8. Sabina Merrin, 9. Neolandus Kalepopolis. Keep and display Neolandus Kalepopolis and draw a card: Blessing of Milani. Bury Neolandus Kalepopolis to draw random ally #2 Formian Myrmidon.
Discard Elk to explore. Draw 2. Marcus Endrin, 3. Vencarlo Orisini, 5. Laori Vaus, 7. Truthspeaker Akram, 8. Sabina Merrin, 10. Thousand Bones. Keep and display Vencarlo Orisini and draw a card: Blackjack's Rapier.
Discard Druid of the Green Faith to draw Elk then explore. Draw 2. Marcus Endrin, 5. Laori Vaus, 7. Truthspeaker Akram, 8. Sabina Merrin, 10. Thousand Bones, 11. Krojun Eats-what-he-kills. Keep and display Thousand Bones. Draw a card: Moon Maiden Armor and display it.
Discard Guide to explore. Draw 2. Marcus Endrin, 5. Laori Vaus, 7. Truthspeaker Akram, 8. Sabina Merrin, 11. Krojun Eats-what-he-kills, 12. Trinia Sabor. Keep and display Trinia Sabor and draw a card: Call Animal. Cast Call Animal for Pteranodon.
Ukuja rides his Pteranodon to Cliff.
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.
combat 21 revealing Wendifisa Spear for survival, revealing Headband of Inspired Wisdom, revealing Fire Gecko: 1d10 + 1d12 + 1d4 + 10 ⇒ (8) + (7) + (4) + 10 = 29
Discard The Unicorn to explore. Before acting Give Aric/RR Blackjack's Rapier.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
Banished. Discard Elk to explore.
Story Bane Monster 6
Traits:
Outsider
Devil
Check:
Combat
24
Powers:
Immune to Fire and Poison. Resistant to Acid and Cold.
Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourge Frightened.
After acting, each local character suffers 1d4 Force damage.
Wisdom 11 BYA revealing Headband of Inspired Wisdom, discarding Blessing of Milani, aided by Elk: 3d10 + 1d6 + 6 ⇒ (4, 4, 2) + (6) + 6 = 22 20 total after location effect.
combat 24 revealing Wendifisa Spear for survival, revealing Headband of Inspired Wisdom, aided by Elk: 1d10 + 1d12 + 1d6 + 10 ⇒ (2) + (6) + (4) + 10 = 22
bury Vencarlo Orisini to reroll: 1d10 + 1d12 + 1d6 + 10 ⇒ (1) + (11) + (6) + 10 = 28
27 after location effect.
After acting, each local character suffers 1d4 Force damage.
force dmg to Ukuja: 1d4 ⇒ 4
Discard Blessing of Abadar, Formian Myrmidon, Dominate, and Dwarf Caiman.
acrobatics 6+6 to close recharging Guide: 1d10 + 1d6 + 4 ⇒ (4) + (3) + 4 = 11
recharge Moon Maiden Armor to add my wisdom die: 1d10 ⇒ 10
Pausing turn.

Ukuja the sailor |

Continued. Searching deck for Evidence and reloading it.
cure targeting self: 1d4 + 1 ⇒ (2) + 1 = 3
Angelstep targeting self: 1d4 + 1 ⇒ (3) + 1 = 4
Ukuja ends their turn. Elk is recharged from discards.
Ukuja attempts to recover all cards in their Recovery pile.
Cure: Divine 8: 1d10 + 7 ⇒ (4) + 7 = 11 -> Cure recharged.
Call Animal: Divine 6: 1d10 + 7 ⇒ (1) + 7 = 8 -> Call Animal recharged.
Angelstep: Survival 9: 1d10 + 9 ⇒ (6) + 9 = 15 -> Angelstep recharged.
Ukuja resets their hand.
Hand: Wendifisa Spear, Headband of Inspired Wisdom, Fire Gecko, Blessing of the Green Faith (1), Blessing of Milani, Guide, Dominate, Shadowcat, Returning Totem Spear,
Displayed: Leryn (Hunter Class Deck), Python, Keppira D'bear, Thousand Bones, Trinia Sabor,
"Current Location: Cliff
Kit: Stone Axe +1, Aspect of the Bull, Huntsman's Greatsword +2, "
Deck: 13 Discard: 2 Buried: 0
"NOTES:
Available Support: Folio reroll:Blessings are available for use.
Keppira D'bear: • On all checks against Undead banes, add 1d4.
Thousand Bones: • You may bury to heal a character 1d4+1 cards.
Trinia Sabor: • On any non-combat check, you may bury to add 1d4+#.
Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.
Blessing of Milani: Discard to add 1 die or 2 dice vs Dexterity or Wisdom non-combat checks.
Shadowcat: Recharge this card to add your Wisdom or Survival skill (1d10 +7) to another character's combat check.
Guide: On a local check to close or to guard, recharge to add 1d6.
Movement: Move me to Mountain if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Blessing of Abadar, Moon Maiden Armor, Blackjack's Gear, Pteranodon, Cauterize, Druid of the Green Faith, Blessing of the Green Faith (2), Formian Myrmidon, Dwarf Caiman
Recharged: Elk, Call Animal, Cure, Angelstep,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Hero Points: 4
Respect Points 9
Favored Card: Weapon or Ally
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ ☐
Proficiencies:
Ranged: Dexterity +2
Divine: Wisdom +1
Survival: Wisdom +3
From Blackjack Role Not active.
Acrobatics: Dexterity +3
Stealth: Dexterity +3
Diplomacy: Charisma +3
From Cohorts
POWERS:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter ([x] or to add 1d4 plus the discarded card's adventure deck number to your combat check)([x] or to your check to defeat a barrier).
[x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
(Boon) When Ukuja draws his starting hand he may draw a card then recharge a card.
Cliff cards 6 - 8 banished. Card 9 Evidence now top card.
Base cards 1, 3, 4, 6, 9, 10, and 12 were acquired.
Random blessing #1, spell #4, and ally #2 acquired.
Aric/RR passed Blackjack's Rapier then he takes 1d4 force damage.

Varian 12789 |

Out of Turn Updates: None
Turn Order: Varian, Heggal, Aric, Ukuja
Turn - Hour: 5 - Hourglass Card 6 Aric/AAUGHWHY
Irori's Mastery
Hour Rules: On your blessed check, you may reroll any dice showing 1
SOT:
First reveal Staff to heal 1 card (Iomedae's Justice)
Draw #(6) Cards and recharge #(6) Cards
Draw: Create Mindscape, Blessing of the Starsong, Ice and Fire, Blessing of Osiris, Samisen of Oracular Vision, Iomedae's Justice
Recharge: Staff of Greater Healing, Staff of Greater Necromancy, Eagle Aerie, Life Drain#Core, Iomedae's Justice
Blessing of Osiris
Give Card: None
Move: Stay at Library / top card of location isn't magic
Location Powers: On your check against a spell or a Book boon, add 1d6.
Will display Create Mindscape at Library
Explore: Library Card 2: Rovagug's Destruction
Will banish Blessing of the Starsong to automatically acquire
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.
Will discard crystal ball to examine the top 3 cards of your location deck and put them back in any order and then explore.
Library Card 5: Breath of Life
Library Card 6: Brain Mold
Library Card 3: Henchman Proxy A3
Explore: Library Card 5: Breath of Life
Wisdom Check DC 13: 1d6 + 1d6 + 1d4 ⇒ (5) + (3) + (3) = 11 No Success
CotCT
Spell 5
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 13
Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 15 check to recharge it instead.
Will discard Rodrick to draw Crystal ball and discard again to examine, reorder and possible explore
Library Card 6: Brain Mold
Library Card 3: Henchman Proxy A3
Library Card 7: Landshark TRIGGER
Encounter: Library Card 7: Landshark
Will use Life drain and ask Ukuja to recharge Green Faith Blessing and create mindscape adds d4
Arcane Check DC 21: 1d12 + 6 + 2d4 + 1d12 + 1d4 ⇒ (11) + 6 + (4, 2) + (11) + (1) = 35 Success
Will heal a card (Crystal Ball)
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.
Will go ahead and grudgingly encounter the brain mold
Location is marked with Drained and Poisoned and therefore Varian is
Will reload Radovan to use Knowledge + #.
Knowledge Check DC 10: 1d12 + 6 + 6 - 1 ⇒ (12) + 6 + 6 - 1 = 23 Auto Success
CotCT
Barrier 4
Traits:
Obstacle
Plant
To Defeat:
Intelligence
Knowledge 10
OR Wisdom
Survival 7
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
Varian continues searching for the evidence
Will recharge Samisen to examine next 3 cards
Library Card 3: Henchman Proxy A3
Library Card 8: Friendly Game of Sredna
Library Card 9: Giant Form
Varian ends his turn burying Rovagug's Destruction to remove drained.
Varian attempts to recover all cards in his Recovery pile (except for arcane spells which are discarded).
Varian recharges spell(s) LifeDrain and then resets his hand and then recharges a random card (Ice Chemist) due to poisoned.
Will display Radovan after Heggal's SOT
checks against Undead banes
The Harrow suit is Crowns.
Add 1d4 to Charisma non-combat checks.
When you play your harrow, you may draw a random ally from your discards.
When you would close your location, first search it for Evidence. If you find it, do not close your location; instead, either banish the Evidence or shuffle the location and reload the Evidence into it.
When Togomor is defeated, shuffle together the villain Sermignatto and a number of monsters equal to the number of locations, then shuffle 2 of these cards into your location and 1 into each other location.
"
Hand: Ice and Fire, Oparal, Blessing of Master of Masters, Fire Snake, Iomedae's Justice, Staff of Greater Healing,
Displayed: Radovan, Third Eye, Create Mindscape,
Deck: 14 Discard: 3 Buried: 1
Hero Points: 1 // Varian has the following scourges marked:Poisoned:While Marked:
After you reset, recharge a random card.When you would heal any number of cards, you may remove this scourge instead.
NOTES:
Available Support: Blessings are available for use. (Starsong can be buried for reroll and Osiris can be used to add d4 to healing check or cards healed.)
Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
Movement: Order for my movement: Library, Castle, Arsenal, Cliff, Base, Cell, Mountain
Other: Loot Pref: Sp6
Recharged: Samisen of Oracular Vision, Life Drain, Ice Chemist,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
Acrobatics: Dexterity +1
Arcane: Intelligence +2
Knowledge: Intelligence +2
Perception: Wisdom +1
SCION OF CHELIAX
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Arcane, Sword
POWERS:
On your check to recharge a spell, you automatically fail.
Before you reset, you may recharge an Arcane spell (☑ or 2 Arcane spells) (☐ or an ally that lists Diplomacy in its check to acquire) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4(☑+1). (☐ If the card you recharge is a Diplomacy or Finesse card, add its level.)
☑ At the start of your turn, you may draw up to # (☐+2) cards, then recharge that number of cards.
☐ On your check to acquire a Finesse or Magic boon (☐ or on your check that invokes Finesse or Poison), add 1d4.
☐ On another character’s check [ooc](☐ or your check), when you play an ally that would add 1 or more dice, you may add 1d12 instead of the normal dice.[/ooc]
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1) +2 (Salvator x2)
Notes for Aric: receive Blackjack rapier and 4 force damage
Notes for Ukuja: Green Faith recharged for Varian
Additional Info 1: if close, check for evidence
Additional Info 2: Togomor defeated -> Semignatto and more monsters
Location #1: Arsenal 1-11 remain // 1=Horrorbane Heavy Pick
Heggal - Location #2: Castle 4-11 remain
Location #3: Cell 1-11 remain // 1=The Twin
Ukuja, Aric - Location #4: Cliff 9-11 remain // 9=Evidence
Location #5: Mountain 1-11 remain // 1=Cursed Statue
"Varian - Location #6: Library 3,8-11 remain // 3=Henchman, 8: Friendly Game of Sredna
Library Card 9: Giant Form"
Location #7: Base 2,5,7,8,11, 13,14,15 remain // 2. Marcus Endrin, 5. Laori Vaus, 7. Truthspeaker Akram, 8. Sabina Merrin, 11. Krojun Eats-what-he-kills

BR Yewstance |

During This Adventure:
-When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.
-At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario:
Additional Rules: =
THREAT LIST:
Scenario Level (#): 6
Turn: 6, Heggal/kuey
Monsters
CotCT
Monster 4
Traits:
Demon
Outsider
To Defeat:
Combat 24
Immune to Electricity and Poison.
Before acting, each local character suffers 2 Acid Damage.
If undefeated, suffer the scourge Poisoned.
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
Monster 5
Traits:
Trigger
Undead
To Defeat:
Combat 21
When examined, suffer 1d6 Force damage.
Immune to Mental and Poison.
Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage.
If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed.
CotCT
Monster 5
Traits:
Undead
To Defeat:
Combat 20
THEN Combat 20
Immune to Mental and Poison.
Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
If undefeated, suffer the scourge Drained.
CotCT
Monster 6
Traits:
Fiend
Outsider
To Defeat:
Combat 24
Immune to Acid and Poison.
Resistant to Cold, Electricity, and Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 11 check or suffer the scourge Exhausted.
If undefeated, suffer the scourge Plagued.
Barriers
CotCT
Barrier 6
Traits:
Skirmish
To Defeat:
None 0
Roll 1d4. Each local character summons and encounters the corresponding story bane:
1. Bandit 3. Rescue 2. Cultist 4. Thug For each that is undefeated, bury a random supporter displayed next to any character. Then banish this barrier; it is defeated.
CotCT
Barrier 5
Traits:
Fire
Trap
To Defeat:
Intelligence
Perception 10
OR Constitution
Fortitude 12
When you would encounter this barrier, another local character may encounter it instead.
If undefeated, each local character suffers 1d6 Fire damage.
Core
Barrier 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
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 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
CotCT
Weapon 5
Traits:
2-Handed
Chain
Finesse
Magic
Melee
Piercing
To Acquire:
Strength
Acrobatics
Melee 15
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 6
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 15
For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 6
Traits:
Electricity
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 16
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8.
If proficient, you may additionally discard to add another 1d8+6.
CotCT
Weapon 5
Traits:
Bludgeoning
Magic
Ranged
Sling
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
You may use this power even if you have previously revealed this card on this check.
Spells
CotCT
Spell 6
Traits:
Arcane
Divine
Magic
Mental
To Acquire:
Intelligence
Wisdom
Arcane
Divine 14
Display. While displayed:
* When you encounter a monster, you may evade it; if you do, you may recharge a card to explore.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 16 check to recharge it instead.
CotCT
Spell 6
Traits:
Arcane
Attack
Bludgeoning
Magic
To Acquire:
Intelligence
Arcane 15
For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 17 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.
CotCT
Spell 5
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 14
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 16 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 13
Display to move yourself together with any number of local characters, ignoring any movement restrictions.
You may not use this power during an encounter. While displayed:
* At the end of your turn, banish, and any number of local characters may move together.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 check to recharge it instead.
Armors
CotCT
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 15
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against a story bane, you may freely discard to add your Divine modifier.
CotCT
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 2.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* On your combat or Diplomacy check, you may discard to add 1d10.
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
Items
CotCT
Item 5
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
CotCT
Item 6
Traits:
Gambling
Harrow
Magic
Tool
To Acquire:
Intelligence
Knowledge 12
Display and choose any skill. While displayed:
* Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
* When you fail a check using that skill, bury this card.
CotCT
Item 6
Traits:
Arcane
Attack
Divine
Loot
Magic
Staff
To Acquire:
Arcane
Divine 12
For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
If proficient, at the end of your turn, bury to heal 1d4+1 allies.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 14
On a local Diplomacy check, freely recharge to add your Diplomacy.
On a local Diplomacy check, freely discard to reroll any number of dice.
When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead.
CotCT
Item 6
Traits:
Instrument
Magic
To Acquire:
Charisma
Divine 12
On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity.
At the end of any turn, discard this card to let any number of other characters move.
Allies
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Wisdom
Survival 13
OR Suffer The Scourge Frightened 0
When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.
CotCT
Ally 6
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 14
OR Banish A Harrow Card 0
Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
If the hour is a Harrow blessing, discard to draw it.
CotCT
Ally 5
Traits:
Arcane
Eidolon
Outsider
Promo
To Acquire:
Arcane
Divine 13
On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word bury in this power as 'discard.'
Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Divine Boon 0
Display. While displayed:
* On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
* At the end of the turn, banish.
Bury to explore; you may bury a Divine boon to reload instead.
CotCT
Ally 6
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 15
OR Arcane 13
On a local check that invokes the Magic trait, recharge to add 1d8.
Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6.
Blessings
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.
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 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.
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.
Core
Blessing 3
Traits:
Deity: Sarenrae
Divine
When this is the hour: Characters cannot suffer scourges.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless. If the character succeeds at the check, heal them for a card.
Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
Hour Power: At the start of your turn, summon and encounter a monster.
Current Hour:
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.
Hours Remaining: 22
Hourglass
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
The Hidden Truth
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
To Acquire:
Intelligence
Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
The Cyclone
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire:
Strength
Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
Shelyn's Song
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.
The Liar
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
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 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.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
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 Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
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 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.
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 Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
The Savored Sting
Core
Blessing 3
Traits:
Deity: Calistria
Divine
When this is the hour: On your checks while you avenge, bless.
To Acquire:
Charisma
Divine 8
On a local check, recharge to bless.
To let any character avenge, recharge.
Discard to explore.
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.
Abadar's Law
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.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
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.
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Location #1: Arsenal
Underground
Urban
At This Location: On your combat check, add 1 for each weapon played.
When Closing: Summon and acquire a weapon.
When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
M: 1 Ba: 1 W: 3 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None
CotCT
Weapon 5
Traits:
Magic
Melee
Pick
Piercing
To Acquire:
Strength
Melee 13
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
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
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
* When you suffer any damage, you may bury to reduce it to 0.
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
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.
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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
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.
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
Ally 6
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 15
OR Divine 13
On a local check to close or to guard, recharge to add 2d12.
Discard to explore; if you encounter a barrier or a boon, recharge instead.
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.
Location #2: Castle
Urban
At This Location: You may avenge by recharging a card.
When Closing: Bury a weapon or the top card of your deck.
When Permanently Closed: You may heal a weapon or an armor.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Heggal/kuey, None
CotCT
Armor 6
Traits:
Loot
Magic
Offhand
Shield
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
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.
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* At the start of your turn, move to a random location.
* Evade boons you encounter.
* You may not play boons except during encounters with banes.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
CotCT
Weapon 6
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Charisma
Melee 15
For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
After playing this weapon, you may not play an Offhand boon this encounter.
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.
CotCT
Story Bane 6
Type: Monster
Traits:
Bloatmage
Human
To Defeat:
Combat 20
OR Arcane 10
Before acting, summon and encounter the story bane Diabolical Imp, then each character must succeed at a Dexterity or Acrobatics 13 check or bury a random card and suffer 1d4 Electricity damage.
If defeated by less than 5, or if undefeated, suffer 1d4 Cold damage and shuffle Togomor into a random location.
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Location #3: 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 ?: 2
Located/Displayed Here: None
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.
CotCT
Ally 5
Traits:
Banshee
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Weapon 0
Display. While displayed:
* On local combat or Constitution checks, add 1d6.
* At the end of the turn, banish.
Bury to explore; you may bury a weapon to reload instead.
CotCT
Monster 5
Traits:
Construct
Golem
To Defeat:
Combat 19+#
Immune to Attack, Mental, and Poison.
If undefeated, each local character suffers 1d4 Poison 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
Weapon 5
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.
CotCT
Barrier 1
Traits:
Curse
Task
Trigger
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception 4+#
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Armor 5
Traits:
Heavy Armor
Loot
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
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
Ally 6
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 16
On a local combat check, recharge to add 2d4.
Discard to explore, or to move then explore. If you encounter a monster, recharge instead. You may not use this power during an encounter.
CotCT
Monster 6
Traits:
Devil
Outsider
To Defeat:
Combat 26
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
If undefeated, suffer the scourge Wounded.
Location #4: Cliff
Wild
At This Location: On your check, if any die shows a 1 or 2, count it as 0.
When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/AAUGHWHY, Ukuja/Bigguyinblack, 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 B definition.
CotCT
Monster 5
Traits:
Sayona
Undead
To Defeat:
Combat 21
Immune to Mental and Poison.
Resistant to Cold.
On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset.
CotCT
Weapon 5
Traits:
Bludgeoning
Fire
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.
Location #5: Mountain
Wild
At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
When Closing: Bury an armor or the top card of your deck.
When Permanently Closed: No effect.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: None
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Wisdom
Disable
Perception 10
When examined, suffer the scourges Dazed, Drained, and Entangled.
If undefeated, suffer the scourges Dazed, Drained, and Entangled.
CotCT
Monster 5
Traits:
Undead
Zombie
To Defeat:
Combat 24
Immune to Cold, Electricity, Force, Mental, and Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
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.
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
CotCT
Barrier 6
Traits:
Skirmish
To Defeat:
None 0
Roll 1d6. Each local character summons and encounters the corresponding story bane:
1-2. Grey Maiden Guard 3-4. Red Mantis Assassin 5-6. Ileosa's Fury This barrier is defeated only if you defeat your encounter.
CotCT
Weapon 6
Traits:
2-Handed
Loot
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 18
For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.
CotCT
Monster 6
Traits:
Ooze
To Defeat:
Combat 23
Immune to Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison. Resistant to Cold.
Before acting, each local character suffers Combat damage equal to the number of allies in their hand.
If undefeated, banish a random ally from your discards, then a random local character summons and encounters the story bane Zombie Minions.
CotCT
Story Bane 6
Type: Monster
Traits:
Assassin
Human
To Defeat:
Combat 26
Before acting, each local character suffers 1d4 Poison damage. Then succeed at a Wisdom or Perception 10 check or the difficulty to defeat is increased by 2d6.
On the check to defeat, reroll 2 dice showing the highest values.
Location #6: Library
Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M: 0 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Varian/Zalarian, 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.
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.
CotCT
Spell 4
Traits:
Arcane
Magic
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Spell 5
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
Location #7: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 8
Located/Displayed Here: None
CotCT
Supporter 6
Traits:
Human
Ranger
Display. While displayed:
* You may bury to move any number of characters.
* ? On any combat check at a non-Underground location, you may bury to add 2d8.
What happens to me is of no concern. Ileosa must pay for what she has done to Korvosa.
CotCT
Supporter 3
Traits:
Cleric
Elf
Display. While displayed:
* After you discard cards as damage, you may draw a card.
* ? When you would fail your combat check, you may bury to add 1d8.
CotCT
Supporter 4
Traits:
Human
Skald
Display. While displayed:
* You may bury to examine all cards in a location, then shuffle the location.
* ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll.
CotCT
Supporter 6
Traits:
Fighter
Human
Display. While displayed:
* On your checks against Gray Maiden cards, add 1d4.
* ? When a character suffers damage, you may bury to reduce it to 0.
CotCT
Supporter 4
Traits:
Barbarian
Human
Display. While displayed:
* On any Strength check or any check against a monster, you may bury to add 1d10.
* ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards.
CotCT
Supporter 6
Traits:
Human
Rogue
Display. While displayed:
* You may bury to examine the top card of a location; if it is a boon, draw it.
* ? On your check to acquire, you may bury a card to add 1d10.
CotCT
Supporter 5
Traits:
Human
Summoner
Display. While displayed:
* When a character encounters a summoned bane, you may bury to let that character evade it.
* ? On your checks against Outsider banes, add 1d4.
CotCT
Supporter 1
Traits:
Aristocrat
Human
Display. While displayed:
* On any check to acquire, you may bury to add 1d6.
* ? You may bury to draw 2 new items, then banish 1 of them.

Heggal - ACG kuey |

Out of Turn Updates: Nil
Turn Order: Varian, Heggal, Aric, Ukuja,
Turn: Turn 6: The Midwife
Hour Power: At the start of your turn, summon and encounter a monster.
SOT:
CotCT
Monster 4
Traits:
Demon
Outsider
To Defeat:
Combat 24
Immune to Electricity and Poison.
Before acting, each local character suffers 2 Acid Damage.
If undefeated, suffer the scourge Poisoned.
BYA: Suffer 2 Acid damage ==> Reveal Kazavon's Shield to reduce to 0
Reveal Lookout for +1d4+3
Reveal Ukwar Axe for Melee+1d8+1
Display Sklar-Quah Thundercaller for +1d6
Recharge Evangelist for +1d4
Combat DC24: 1d8 + 5 + 1d8 + 1 + 1d4 + 3 + 1d6 + 1d4 ⇒ (3) + 5 + (7) + 1 + (2) + 3 + (4) + (4) = 29 ==> Defeated
Give Card: Nil
Move: Stay at #2: Castle
Explore:
#!: Kazavon's Shield ==> replace with random armor
CotCT
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
Reveal Lookout for +1d4+3
Divine DC13: 1d8 + 4 + 1d4 + 3 ⇒ (4) + 4 + (4) + 3 = 15 ==> Acquired
Display Mantle of Life
Discard Jasan Adriel to explore again.
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.
Reveal Lookout for +1d4+3
Divine DC11: 1d8 + 4 + 1d4 + 3 ⇒ (5) + 4 + (2) + 3 = 14 ==> Acquired
Recharge Dust of Revealing to examine location ==> #3: Obsession of Servitude, and encounter
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* At the start of your turn, move to a random location.
* Evade boons you encounter.
* You may not play boons except during encounters with banes.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
Reveal Lookout for +1d4+3
Discard Blessing of Abadar to bless 2x
Wisdom DC11: 1d8 + 2 + 1d4 + 3 + 2d8 ⇒ (3) + 2 + (1) + 3 + (2, 7) = 18 ==> Defeated
End Turn:
Recharge Sklar-Quah Thundercaller.
Reset hand.
"
Hand: Ukwar Axe, Kazavon's Shield, Lookout, Righteousness, Blessing of Shizuru, Burst of Glory, Lyrune-Quah Truthspeaker,
Displayed: Mantle of Life,
Deck: 12 Discard: 4 Buried: 0
Current Location: #2: Castle
Hero Points: 1
Tier.XP : 6.1
Respect : 4
Reroll Avail?: Yes
NOTES:
Available Support: Blessings: Use as needed
Lookout: +1d6 Perception
Lyrune-Quah Truthspeaker: local Wis or Div check +1d6
Movement: If current location closes: #1: Arsenal
Middle of Deck (Unknown Order): Blessing of Angradd, Chain Mail (Core), Blessing of Cayden Cailean, Ruan Mirukova, Ring of Stony Flesh, Grayflame Mace +2, Lyrune-Quah Moon Maiden, Vengeful Storm
Recharged: Grappler's Mask, Evangelist, Dust of Revealing, Sklar-Quah Thundercaller,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☑ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Divine: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7 ☐ 8
Proficiencies:
Light Armors | Heavy Armors | ☑ Weapons
POWERS:
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☑+1)(☑+2) (☑+3) to your check.
☐ At the start of your turn, you may discard 1 ally then add 1 weapon (☐ or card) from your discard pile to your hand.
☐ When you play Blessing of Cayden Cailean, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1) +2 (Salvator x2)
Notes for Aric: receive Blackjack rapier and 4 force damage
Notes for Ukuja: Green Faith recharged for Varian
Random Card(s) Used: Monster 1, Armor 1
Additional Info 1: if close, check for evidence
Additional Info 2: Togomor defeated -> Semignatto and more monsters
Location #1: Arsenal 1-11 remain // 1=Horrorbane Heavy Pick
Heggal - Location #2: Castle 4-8 remain
Location #3: Cell 1-11 remain // 1=The Twin
Ukuja, Aric - Location #4: Cliff 1-3 remain // 1=Evidence
Location #5: Mountain 1-11 remain // 1=Cursed Statue
"Varian - Location #6: Library 1-5 remain // 1=Henchman, 2=Friendly Game of Sredna
Library Card, 3=Giant Form"
Location #7: Base 1-8 remain // 1=Marcus Endrin, 2=Laori Vaus, 3=Truthspeaker Akram, 4=Sabina Merrin, 5=Krojun Eats-what-he-kills

AAUGHWHY's PFSACG Aric/TRR |

On Ukuja's turn, receive Blackjack's Rapier and take 1d4 force damage
Force Damage: 1d4 ⇒ 4 Bury Glamered Leather Armor to reduce damage to 0
Hour is Cayden Cailean's Revelry:On your check, you may discard a card to reroll 1 die showing 1 or 2. (great for the cliff!)
Start of turn, switch to TRR. Exchange Mask of TRR with Blessing of the Vaultmaster in kit
Stay at Cliff. End of move step, reveal Fortune Teller, choosing Bane. Examine and encounter Evidence. Trigger effect adds 1d8. Discard Blessing of the Vaultmaster to add 2 dice. Reveal Evangelist for +1
Perception 16: 4d8 + 4 ⇒ (8, 5, 6, 2) + 4 = 25 Display next to the scenario
From his vantage point on the cliff, The Red Raven can make out some suspicious activity in the woods just outside the city. What is that?
Still end of move step, use power to examine top card of location: Sayona. Encounter it. Reveal Serithtial for Acrobatics+1d12+4. Reveal Evangelist for +1
Combat 21: 1d10 + 1d12 + 2d4 + 11 ⇒ (2) + (10) + (1, 2) + 11 = 26 Still 21 with Cliff effect. I have more cards in hand than hand size, so After the Roll effect doesn't happen
His hypothesizing is cut short when he's approached by a young woman, but something seems off: tears of blood continually trickle over her face. Before long, the Card 2: Sayona drops her living guise and attacks! With just a few slashes, The Red Raven ends her fiendish fate. Was this another one of Ileosa's deeds?
Taking free explore. Card 3: Banudor. Banish it. Location is empty: attempt close. Reveal Evangelist for +2
Acrobatics 12: 1d10 + 1d4 + 7 ⇒ (2) + (3) + 7 = 12 Discard Ring of Immolation to reroll the d10
Acrobatics 12: 1d10 + 10 ⇒ (9) + 10 = 19
The Red Raven makes a note of the suspicious forest activity and moves to do more investigation at the Castle. Ukuja moves to Mountain. I move to Castle
End of turn, examine top card of castle: Commander's Falchion. On examine, switch to Aric. Exchange Blackjack's Rapier with Mask of TRR in kit[/ooc]
Hand: Fortune Teller, The Lost Harrows, Ausio Carowyn, Evangelist, Serithtial, Mask of the Red Raven, Blessing of Zon-Kuthon,
Displayed: Cockroach Coat, Red War Paint,
Kit: The Courtesan, Dandy Brute, Blackjack's Rapier,
Deck: 10 Discard: 4 Buried: 1
"NOTES:
Available Support: Can discard card to allow reroll on failed local check to defeat monster or barrier (only as TRR)Evangelist: Recharge for +1d4 to local check
"
Display The Lost Harrows to gain a skill equal to 1d12+3. I don't actually know what to take... I think we're missing Craft, Disable, and Fortitude, but would those actually super useful? Any Ideas?
"
Hand: Fortune Teller, Ausio Carowyn, Evangelist, Serithtial, Mask of the Red Raven, Blessing of Zon-Kuthon,
Displayed: Cockroach Coat, Red War Paint, The Lost Harrows,
Kit: The Courtesan, Dandy Brute, Blackjack's Rapier,
Deck: 10 Discard: 4 Buried: 1
NOTES:
Available Support: Can discard card to allow reroll on failed local check to defeat monster or barrier (only as TRR)Evangelist: Recharge for +1d4 to local check
Ausio: Bury for +2d12 to local check to acquire
Middle of Deck (Unknown Order): Blessing of Bastet, Clockwork Spy, Captain's Cutlass (Finesse), Shadowless Sword (Finesse), Dreamstalker
Recharged: Vampiric Backsword +3 (Finesse), Heister, Lockpick Shield, Blessing of the Midnight Lord, Quick-Change Mask,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3
Favored Card: None
Favored Card: None
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck) ([X] or when a character encounters a villain or a henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand ([X] or the top card of your deck) with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire ([ ] or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([ ] If it is an ally that has Diplomacy in its check to acquire, draw it)[ooc]
===================================
THE RED RAVEN: SKILLS AND POWERS
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d4 ☐ +1
Hand Size: 4 ☐ 5 ☐ 6
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck) ([X] or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[ ]On your combat check, you may discard ([ ] or recharge) a card that has the Accessory or Clothing Trait or an armor to add 1d8 ([ ] 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier) you may discard a card to allow her to reroll the dice and take the new result
[ ]When a Villain escapes, you may move to a new location that was neither closed nor temporarily closed
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1) +2 (Salvator x2)
Notes for Ukuja: Green Faith recharged for Varian
Random Card(s) Used: Monster 1, Armor 1
Additional Info 1: if close, check for evidence
Additional Info 2: Togomor defeated -> Semignatto and more monsters
Location #1: Arsenal 1-11 remain // 1=Horrorbane Heavy Pick
Heggal, Aric - Location #2: Castle 4-8 remain // 4=Commander's Falchion
Location #3: Cell 1-11 remain // 1=The Twin
Ukuja - Location #5: Mountain 1-11 remain // 1=Cursed Statue
"Varian - Location #6: Library 1-5 remain // 1=Henchman, 2=Friendly Game of Sredna
Library Card, 3=Giant Form"
Location #7: Base 1-8 remain // 1=Marcus Endrin, 2=Laori Vaus, 3=Truthspeaker Akram, 4=Sabina Merrin, 5=Krojun Eats-what-he-kills

Ukuja the sailor |

Benefaction: When this is the hour: No effect.
Location effect survival 4 +6 revealing Headband of Inspired Wisdom: 1d10 + 9 ⇒ (10) + 9 = 19
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Wisdom
Disable
Perception 10
When examined, suffer the scourges Dazed, Drained, and Entangled.
If undefeated, suffer the scourges Dazed, Drained, and Entangled.
perception 10 revealing Headband of Inspired Wisdom: 1d10 + 8 ⇒ (6) + 8 = 14
Discard Fire Gecko to explore.
CotCT
Monster 5
Traits:
Undead
Zombie
To Defeat:
Combat 24
Immune to Cold, Electricity, Force, Mental, and Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Cast Dominate to evade. Search location for a boon and draw it: Shoanti Barbarian Hide. Display it. Discard Guide to explore.
random card ignoring 4: 1d10 + 1 ⇒ (3) + 1 = 4
random card ignoring 4: 1d10 + 1 ⇒ (6) + 1 = 7
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
BYA survival 3 +6 revealing Headband of Inspired Wisdom: 1d10 + 9 ⇒ (1) + 9 = 10
survival 6 +6 revealing Headband of Inspired Wisdom: 1d10 + 9 ⇒ (9) + 9 = 18
Discard Blessing of Milani to explore.
random card ignoring 4 and 7: 1d10 + 1 ⇒ (5) + 1 = 6
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.
dexterity 4 +6: 1d10 + 1 ⇒ (1) + 1 = 2
Ukuja ends their turn. Fire Gecko is recharged from discard.
Ukuja attempts to recover all cards in their Recovery pile.
Dominate: Divine 15: 1d10 + 7 ⇒ (7) + 7 = 14 -> Dominate discarded.
Ukuja resets their hand.
Hand: Wendifisa Spear, Headband of Inspired Wisdom, Druid of the Green Faith, Blessing of the Green Faith (1), Cauterize, Pteranodon, Blessing of Abadar, Blessing of the Green Faith (2), Returning Totem Spear,
Displayed: Leryn (Hunter Class Deck), Python, Keppira D'bear, Thousand Bones, Trinia Sabor, Shoanti Barbarian Hide,
"Current Location: Mountain
Kit: Stone Axe +1, Aspect of the Bull, Huntsman's Greatsword +2, "
Deck: 10 Discard: 5 Buried: 0
"NOTES:
Available Support: Folio reroll:Blessings are available for use.
Keppira D'bear: • On all checks against Undead banes, add 1d4.
Thousand Bones: • You may bury to heal a character 1d4+1 cards.
Trinia Sabor: • On any non-combat check, you may bury to add 1d4+#.
Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.
Blessing of Abadar: +2 dice vs barriers.
Movement: Move me to Mountain if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Dwarf Caiman, Blackjack's Gear, Formian Myrmidon, Moon Maiden Armor
Recharged: Elk, Call Animal, Cure, Angelstep, Shadowcat, Fire Gecko,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Hero Points: 4
Respect Points 9
Favored Card: Weapon or Ally
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ ☐
Proficiencies:
Ranged: Dexterity +2
Divine: Wisdom +1
Survival: Wisdom +3
From Blackjack Role Not active.
Acrobatics: Dexterity +3
Stealth: Dexterity +3
Diplomacy: Charisma +3
From Cohorts
POWERS:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter ([x] or to add 1d4 plus the discarded card's adventure deck number to your combat check)([x] or to your check to defeat a barrier).
[x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
(Boon) When Ukuja draws his starting hand he may draw a card then recharge a card.
Mountain cards 1, 6, and 7 banished. Card 4 acquired. The rest are known but not the order.
Cauterize targeting self at the start of Varian's turn then discard Returning Totem Spear: 1d4 + 1 ⇒ (1) + 1 = 2
Ukuja attempts to recover all cards in their Recovery pile.
Cauterize: Divine 11: 1d10 + 7 ⇒ (2) + 7 = 9 -> Cauterize discarded.

Varian 12789 |

Out of Turn Updates: None
Turn Order: Varian, Heggal, Aric, Ukuja
Turn - Hour: 9 - Hourglass Card 3 Varian/Zalarian The Hidden Truth
Hour Rules: The first time you examine cards this turn, heal 1d4-1 cards.
SOT:
Reveal Staff of greater healing and remove poisoned scourge
Draw #(6) Cards and recharge #(6) Cards
Draw: Life Drain#Core, Staff of Dark Flame, Blessing of the Gods, Staff of Greater Necromancy, Blessing of Osiris, Salvator Scream
Recharge: Staff of Greater Healing, Ice and Fire, Iomedae's Justice, Staff of Greater Necromancy, Staff of Dark Flame, Blessing of Osiris
Will discard Salvator to look at next hour and put in hand (Hourglass Card 4 Heggal/kuey The Cyclone)
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire:
Strength
Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
Will recharge Oparel to shuffle a random ally into deck
Rodrick or Salvator: 1d2 ⇒ 1 Rodrick
Give Card: None
Move: Stay at Library
Use third eye to examine henchman, hour heals on first examine
Cards Healed: 1d4 - 1 ⇒ (1) - 1 = 0 No cards healed
Location Powers: On your check against a spell or a Book boon, add 1d6.
Free Explore: Library Card 1 (Henchman Proxy A3) - Ileosa's Fury
Will use firesnake for BYA and create mindscape adds 1d4
Arcane Check DC 11: 1d12 + 6 + 1d4 + 1 ⇒ (8) + 6 + (1) + 1 = 16 Success
Will discard Blessing of the Master of Masters to add 2 dice and create mindscape
Arcane Check DC 24: 1d12 + 6 + 2d4 + 2d12 + 1d4 ⇒ (3) + 6 + (2, 3) + (5, 9) + (1) = 29 Success
Force Damage AYA: 1d4 ⇒ 4 Will reload Radovan to reduce by 3 and discard The Cyclone for 4th
Story Bane Monster 6
Traits:
Outsider
Devil
Check:
Combat
24
Powers:
Immune to Fire and Poison. Resistant to Acid and Cold.
Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourge Frightened.
After acting, each local character suffers 1d4 Force damage.
Life Drain Heals 1 card (The Cyclone)
Attempt to close with create mindscape
Knowledge Check DC 5+6=11: 1d12 + 6 + 1d4 ⇒ (5) + 6 + (1) = 12 Success; not closed due to scenario, will choose to shuffle and put evidence on top
Will discard recharge blessing of the gods to copy hour and to examine next card and explore (Hand is empty so unable to explore afterward) - Library Card 4: Henchman Proxy B2 TRIGGER
d8 is added since examined and will have Ukuja recharge a blessing of the Green Faith
Knowledge Check DC 10+6+1d8: 1d12 + 6 + 1d8 + 1d12 ⇒ (5) + 6 + (2) + (3) = 16 Success- card id displayed
Story Bane Barrier 1
Traits
Task
Trigger
Check
Intelligence
Wisdom
Knowledge
Perception
10+#
Powers
When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.
Varian ends his turn.
Varian attempts to recover all cards in his Recovery pile (except for arcane spells which are discarded).
Varian recharges spell(s) Fire Snake, Life Drain#Core and then resets his hand.
Drew back Radovan into hand..will display after Heggal's SOT
checks against Undead banes
The Harrow suit is Crowns.
Add 1d4 to Charisma non-combat checks.
When you play your harrow, you may draw a random ally from your discards.
When you would close your location, first search it for Evidence. If you find it, do not close your location; instead, either banish the Evidence or shuffle the location and reload the Evidence into it.
When Togomor is defeated, shuffle together the villain Sermignatto and a number of monsters equal to the number of locations, then shuffle 2 of these cards into your location and 1 into each other location.
"
Hand: Staff of Dark Flame, Ice and Fire, Volcanic Storm, Rodrick, The Cyclone, The Cricket, Staff of Greater Healing,
Displayed: Third Eye, Create Mindscape, Radovan,
Deck: 13 Discard: 4 Buried: 1
Hero Points: 1
NOTES:
Available Support: Blessings are available for use. (Starsong can be buried for reroll and Osiris can be used to add d4 to healing check or cards healed.)
Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
Movement: Order for my movement: Library, Castle, Arsenal, Cliff, Base, Cell, Mountain
Other: Loot Pref: Sp6
Recharged: Blessing of the Gods, Fire Snake, Life Drain#Core,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
Acrobatics: Dexterity +1
Arcane: Intelligence +2
Knowledge: Intelligence +2
Perception: Wisdom +1
SCION OF CHELIAX
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Arcane, Sword
POWERS:
On your check to recharge a spell, you automatically fail.
Before you reset, you may recharge an Arcane spell (☑ or 2 Arcane spells) (☐ or an ally that lists Diplomacy in its check to acquire) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4(☑+1). (☐ If the card you recharge is a Diplomacy or Finesse card, add its level.)
☑ At the start of your turn, you may draw up to # (☐+2) cards, then recharge that number of cards.
☐ On your check to acquire a Finesse or Magic boon (☐ or on your check that invokes Finesse or Poison), add 1d4.
☐ On another character’s check [ooc](☐ or your check), when you play an ally that would add 1 or more dice, you may add 1d12 instead of the normal dice.[/ooc]
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1) + 1 (Salvator)
Notes for Ukuja: Blessing of green faith used by Varian
Random Card(s) Used: Monster 1, Armor 1
Additional Info 1: if close, check for evidence (evidences displayed: Cliff, Library)
Additional Info 2: Togomor defeated -> Semignatto and more monsters
Location #1: Arsenal 1-11 remain // 1=Horrorbane Heavy Pick
Heggal, Aric - Location #2: Castle 4-8 remain // 4=Commander's Falchion
Location #3: Cell 1-11 remain // 1=The Twin
Ukuja - Location #5: Mountain 2,3,5,8,9,10,11 remain // 2=Ash Giant Zombie3=Haunt,5=Evidence,8=Palace Patrols,9=Ashbringer, 10=Immortal Ichor, 11=Kayltanya (Henchman)
"Varian - Location #6: Library (Random 2,3,5) remain // 2=Friendly Game of Sredna
Library Card, 3=Giant Form, 5=Quickened Ray"
Location #7: Base 1-8 remain // 1=Marcus Endrin, 2=Laori Vaus, 3=Truthspeaker Akram, 4=Sabina Merrin, 5=Krojun Eats-what-he-kills

Heggal - ACG kuey |

Out of Turn Updates: Nil
Turn Order: Varian, Heggal, Aric, Ukuja,
Turn: Turn 10: Aric's Shelyn's Song
Hour Power: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
SOT:
BYA:
Give Card: Nil
Move: Stay at #2: Castle
Explore:
CotCT
Weapon 6
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Charisma
Melee 15
For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
After playing this weapon, you may not play an Offhand boon this encounter.
Reveal Lookout for +1d4+3
Recharge Blessing of Shizuru to bless (due to blessing discard power)
Charisma DC15: 1d10 + 1d4 + 3 + 1d10 ⇒ (9) + (2) + 3 + (2) = 16 ==> Acquired
Discard Lyrune-Quah Truthspeaker to explore again.
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.
Reveal Lookout for +1d4+3
Reveal Ukwar Axe for Melee+1d8+1; recharge Righteousness for +1d8
Combat DC22: 1d8 + 5 + 1d8 + 1 + 1d8 + 1d4 + 3 ⇒ (3) + 5 + (5) + 1 + (1) + (3) + 3 = 21
Recharge Kazavon's Shield to reroll last 1d8
Combat DC22: 3 + 5 + 5 + 1 + 1d8 + 3 + 3 ⇒ 3 + 5 + 5 + 1 + (3) + 3 + 3 = 23 ==> Defeated
End Turn: Reset hand.
"
Hand: Ukwar Axe, Commander's Falchion, Burst of Glory, Lookout, Blessing of Angradd, Vengeful Storm, Grayflame Mace +2,
Displayed: Mantle of Life,
Deck: 12 Discard: 5 Buried: 0
Current Location: #2: Castle
Hero Points: 1
Tier.XP : 6.1
Respect : 4
Reroll Avail?: Yes
NOTES:
Available Support: Blessings: Use as needed
Lookout: +1d6 Perception
Burst of Glory: +1d6 local vs bane
Movement: If current location closes: #1: Arsenal
Middle of Deck (Unknown Order): Ruan Mirukova, Chain Mail (Core), Lyrune-Quah Moon Maiden, Ring of Stony Flesh, Blessing of Cayden Cailean
Recharged: Grappler's Mask, Evangelist, Dust of Revealing, Sklar-Quah Thundercaller, Blessing of Shizuru, Righteousness, Kazavon's Shield,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☑ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Divine: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7 ☐ 8
Proficiencies:
Light Armors | Heavy Armors | ☑ Weapons
POWERS:
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☑+1)(☑+2) (☑+3) to your check.
☐ At the start of your turn, you may discard 1 ally then add 1 weapon (☐ or card) from your discard pile to your hand.
☐ When you play Blessing of Cayden Cailean, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1) + 1 (Salvator)
Notes for Ukuja: Blessing of green faith used by Varian
Random Card(s) Used: Monster 1, Armor 1
Additional Info 1: if close, check for evidence (evidences displayed: Cliff, Library)
Additional Info 2: Togomor defeated -> Semignatto and more monsters
Location #1: Arsenal 1-11 remain // 1=Horrorbane Heavy Pick
Heggal, Aric - Location #2: Castle 6-8 remain
Location #3: Cell 1-11 remain // 1=The Twin
Ukuja - Location #5: Mountain 2,3,5,8,9,10,11 remain // 2=Ash Giant Zombie3=Haunt,5=Evidence,8=Palace Patrols,9=Ashbringer, 10=Immortal Ichor, 11=Kayltanya (Henchman)
"Varian - Location #6: Library (Random 2,3,5) remain // 2=Friendly Game of Sredna
Library Card, 3=Giant Form, 5=Quickened Ray"
Location #7: Base 1-8 remain // 1=Marcus Endrin, 2=Laori Vaus, 3=Truthspeaker Akram, 4=Sabina Merrin, 5=Krojun Eats-what-he-kills

BR Yewstance |

Shoanti Barbarian Hide has been shuffled back into the Mountain, as the Dominate spell was an illegal play. No other changes have been made.
A reminder to Heggal that the current Adventure adds +1d4 to Charisma noncombat checks.
A reminder to Varian that, if he chooses, Radovan can reduce damage by a full 6 points.
===========================
During This Adventure:
-When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.
-At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario:
Additional Rules: =
THREAT LIST:
Evidences Displayed: 2
Scenario Level (#): 6
Turn: 11, Aric/AAUGHWHY
Monsters
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
CotCT
Monster 5
Traits:
Banshee
Undead
To Defeat:
Combat 21
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 10 check or suffer the scourge Frightened.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, discard them from the top of your deck.
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 6
Traits:
Outsider
Sorcerer
To Defeat:
Combat 27
OR Arcane
Divine 14
Immune to Acid, Cold, and Poison.
Resistant to Attack.
Before acting, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discards.
CotCT
Monster 5
Traits:
Sayona
Undead
To Defeat:
Combat 21
Immune to Mental and Poison.
Resistant to Cold.
On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset.
Barriers
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.
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* At the start of your turn, move to a random location.
* Evade boons you encounter.
* You may not play boons except during encounters with banes.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
CotCT
Barrier 4
Traits:
Obstacle
Plant
To Defeat:
Intelligence
Knowledge 10
OR Wisdom
Survival 7
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
CotCT
Barrier 5
Traits:
Fire
Trap
To Defeat:
Intelligence
Perception 10
OR Constitution
Fortitude 12
When you would encounter this barrier, another local character may encounter it instead.
If undefeated, each local character suffers 1d6 Fire damage.
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.
Weapons
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 6
Traits:
Electricity
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 16
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8.
If proficient, you may additionally discard to add another 1d8+6.
CotCT
Weapon 5
Traits:
2-Handed
Chain
Finesse
Magic
Melee
Piercing
To Acquire:
Strength
Acrobatics
Melee 15
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Loot
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
CotCT
Weapon 6
Traits:
2-Handed
Finesse
Loot
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 19
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d12+4; against a story bane, add another 2d6. If proficient, you may remove the 2-Handed trait.
After playing this weapon, if it has the 2-Handed trait, you may not play an Offhand boon this encounter.
When rebuilding, you may treat this weapon as an ally.
Spells
CotCT
Spell 6
Traits:
Arcane
Attack
Bludgeoning
Magic
To Acquire:
Intelligence
Arcane 15
For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 17 check to recharge it instead.
CotCT
Spell 5
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 13
Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 15 check to recharge it instead.
CotCT
Spell 6
Traits:
Arcane
Divine
Magic
Mental
To Acquire:
Intelligence
Wisdom
Arcane
Divine 14
Display. While displayed:
* When you encounter a monster, you may evade it; if you do, you may recharge a card to explore.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 16 check to recharge it instead.
CotCT
Spell 6
Traits:
Arcane
Divine
Loot
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 16
Display. While displayed:
* On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 17 check to recharge it instead.
CotCT
Spell 5
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 14
For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
On a local check against a Lock or Obstacle barrier, banish to add 3d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 check to recharge it instead.
Armors
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 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 2.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* On your combat or Diplomacy check, you may discard to add 1d10.
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 15
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against a story bane, you may freely discard to add your Divine modifier.
CotCT
Armor 5
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
Items
CotCT
Item 6
Traits:
Instrument
Magic
To Acquire:
Charisma
Divine 12
On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity.
At the end of any turn, discard this card to let any number of other characters move.
CotCT
Item 5
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
CotCT
Item 6
Traits:
Arcane
Attack
Divine
Loot
Magic
Staff
To Acquire:
Arcane
Divine 12
For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
If proficient, at the end of your turn, bury to heal 1d4+1 allies.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 13
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
CotCT
Item 4
Traits:
Divine
Healing
Magic
Wand
To Acquire:
Wisdom
Divine 10
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
Allies
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.
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
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:
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 5
Traits:
Sayona
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury An Ally 0
Display. While displayed:
* On local combat and Charisma checks, you may reroll a die.
* At the end of the turn, bury.
Banish to explore.
DURING RECOVERY
You may discard the bottom card of your deck to reload this card.
Blessings
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 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.
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 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.
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.
Hour Power: At the start of your check, the difficulty is increased by the number of allies in your hand.
Current Hour:
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Hours Remaining: 16
Hourglass
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 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.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
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 Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
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 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.
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 Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
The Savored Sting
Core
Blessing 3
Traits:
Deity: Calistria
Divine
When this is the hour: On your checks while you avenge, bless.
To Acquire:
Charisma
Divine 8
On a local check, recharge to bless.
To let any character avenge, recharge.
Discard to explore.
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.
Abadar's Law
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.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
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.
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Location #1: Arsenal
Underground
Urban
At This Location: On your combat check, add 1 for each weapon played.
When Closing: Summon and acquire a weapon.
When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
M: 1 Ba: 1 W: 3 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None
CotCT
Weapon 5
Traits:
Magic
Melee
Pick
Piercing
To Acquire:
Strength
Melee 13
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
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
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
* When you suffer any damage, you may bury to reduce it to 0.
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
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.
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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
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.
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
Ally 6
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 15
OR Divine 13
On a local check to close or to guard, recharge to add 2d12.
Discard to explore; if you encounter a barrier or a boon, recharge instead.
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.
Location #2: Castle
Urban
At This Location: You may avenge by recharging a card.
When Closing: Bury a weapon or the top card of your deck.
When Permanently Closed: You may heal a weapon or an armor.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Heggal/kuey, Aric/AAUGHWHY, None
CotCT
Story Bane 6
Type: Monster
Traits:
Bloatmage
Human
To Defeat:
Combat 20
OR Arcane 10
Before acting, summon and encounter the story bane Diabolical Imp, then each character must succeed at a Dexterity or Acrobatics 13 check or bury a random card and suffer 1d4 Electricity damage.
If defeated by less than 5, or if undefeated, suffer 1d4 Cold damage and shuffle Togomor into a random location.
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Location #3: 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 ?: 2
Located/Displayed Here: None
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.
CotCT
Ally 5
Traits:
Banshee
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Weapon 0
Display. While displayed:
* On local combat or Constitution checks, add 1d6.
* At the end of the turn, banish.
Bury to explore; you may bury a weapon to reload instead.
CotCT
Monster 5
Traits:
Construct
Golem
To Defeat:
Combat 19+#
Immune to Attack, Mental, and Poison.
If undefeated, each local character suffers 1d4 Poison 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
Weapon 5
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.
CotCT
Barrier 1
Traits:
Curse
Task
Trigger
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception 4+#
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Armor 5
Traits:
Heavy Armor
Loot
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
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
Ally 6
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 16
On a local combat check, recharge to add 2d4.
Discard to explore, or to move then explore. If you encounter a monster, recharge instead. You may not use this power during an encounter.
CotCT
Monster 6
Traits:
Devil
Outsider
To Defeat:
Combat 26
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
If undefeated, suffer the scourge Wounded.
Location #5: Mountain
Wild
At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
When Closing: Bury an armor or the top card of your deck.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Ukuja/Bigguyinblack, None
CotCT
Barrier 6
Traits:
Skirmish
To Defeat:
None 0
Roll 1d6. Each local character summons and encounters the corresponding story bane:
1-2. Grey Maiden Guard 3-4. Red Mantis Assassin 5-6. Ileosa's Fury This barrier is defeated only if you defeat your encounter.
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Monster 5
Traits:
Undead
Zombie
To Defeat:
Combat 24
Immune to Cold, Electricity, Force, Mental, and Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
CotCT
Monster 6
Traits:
Ooze
To Defeat:
Combat 23
Immune to Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison. Resistant to Cold.
Before acting, each local character suffers Combat damage equal to the number of allies in their hand.
If undefeated, banish a random ally from your discards, then a random local character summons and encounters the story bane Zombie Minions.
CotCT
Weapon 6
Traits:
2-Handed
Loot
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 18
For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.
CotCT
Story Bane 6
Type: Monster
Traits:
Assassin
Human
To Defeat:
Combat 26
Before acting, each local character suffers 1d4 Poison damage. Then succeed at a Wisdom or Perception 10 check or the difficulty to defeat is increased by 2d6.
On the check to defeat, reroll 2 dice showing the highest values.
Location #6: Library
Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M: 0 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Varian/Zalarian, None
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.
CotCT
Spell 5
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
Magic
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.
Location #7: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 8
Located/Displayed Here: None
CotCT
Supporter 6
Traits:
Human
Ranger
Display. While displayed:
* You may bury to move any number of characters.
* ? On any combat check at a non-Underground location, you may bury to add 2d8.
What happens to me is of no concern. Ileosa must pay for what she has done to Korvosa.
CotCT
Supporter 3
Traits:
Cleric
Elf
Display. While displayed:
* After you discard cards as damage, you may draw a card.
* ? When you would fail your combat check, you may bury to add 1d8.
CotCT
Supporter 4
Traits:
Human
Skald
Display. While displayed:
* You may bury to examine all cards in a location, then shuffle the location.
* ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll.
CotCT
Supporter 6
Traits:
Fighter
Human
Display. While displayed:
* On your checks against Gray Maiden cards, add 1d4.
* ? When a character suffers damage, you may bury to reduce it to 0.
CotCT
Supporter 4
Traits:
Barbarian
Human
Display. While displayed:
* On any Strength check or any check against a monster, you may bury to add 1d10.
* ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards.
CotCT
Supporter 6
Traits:
Human
Rogue
Display. While displayed:
* You may bury to examine the top card of a location; if it is a boon, draw it.
* ? On your check to acquire, you may bury a card to add 1d10.
CotCT
Supporter 5
Traits:
Human
Summoner
Display. While displayed:
* When a character encounters a summoned bane, you may bury to let that character evade it.
* ? On your checks against Outsider banes, add 1d4.
CotCT
Supporter 1
Traits:
Aristocrat
Human
Display. While displayed:
* On any check to acquire, you may bury to add 1d6.
* ? You may bury to draw 2 new items, then banish 1 of them.

AAUGHWHY's PFSACG Aric/TRR |

For my Lost Harrows that I displayed last turn, I'll assign them to Fortitude
Hour is the Liar:At the start of your check, the difficulty is increased by the number of allies in your hand.
Start of turn, switch to TRR. Exchange Ausio with The Courtesan in kit
End of move step examine top card of Location: Togomor. Encounter it
The Red Raven locates on of their targets: the new seneschal Togomor and his Diabolical Imp familiar. He swoops in to take them out; its gonna get messy... BA summon and encounter Diabolical Imp.
BA Perception 6, revealing Evangelist for +1: 1d8 + 4 ⇒ (8) + 4 = 12 Reveal Serithtial for Acrobatics+1d12+2d6+4. Reveal Evangelist for+1
Combat 12: 1d10 + 1d12 + 2d6 + 1d4 + 11 ⇒ (8) + (3) + (3, 1) + (4) + 11 = 30
Togomor BA part 2: each character must make DEX/Acro 13 or bury a random card and suffer 1d4 Electricity Damage
BA Acrobatics 15, revealing Evangelist: 1d10 + 1d4 + 7 ⇒ (8) + (1) + 7 = 16 Combat Togomor using the same dice as above
Combat 22: 1d10 + 1d12 + 2d6 + 1d4 + 11 ⇒ (6) + (12) + (6, 1) + (1) + 11 = 37 Sermingnatto and monsters get shuffled into the locations
As the bloatmage pops like a balloon, The Red Raven hears an infernal roar from somewhere in the distance. "That wasn't in the intel..."
Still end of move step, reveal Fortune Teller choosing Bane. 1 and 4 are the new cards
Random Card: 1d4 ⇒ 2 Landshark Whelp
The Red Raven spots something flopping around on the ground. As he approaches, the Card 2: Landshark Whelp gets up and runs away. With the hour effect, I auto-fail the check. Discard Blessing of Zon-Kuthon to explore again
Random Card: 1d4 ⇒ 4
Is this the Villain? 1 is the Villain: 1d6 ⇒ 2 Random Monster 1
The Red Raven doesn't even have the time to consider before he's accosted by a Catoblepas! Reveal Seriththial for Acrobatics+1d12+4. Reveal Evangelist for +1
Combat 22: 1d10 + 1d12 + 1d4 + 11 ⇒ (6) + (10) + (1) + 11 = 28
The Red Raven is incredulous at the creatures Queen Ileosa is keeping around. Sharks that walk, weird cows... There was no mention of strange animals in any of the intel.
End of turn, examine top card of the location
Random Card: 1d3 ⇒ 1
Is this the Villain? 1 is the villain: 1d5 ⇒ 3 Random card 2: Banshee. Encounter it.
BA Fortitude 12: 1d12 + 6 ⇒ (9) + 6 = 15 For the combat, Reveal Seriththial for Acrobatics+1d12+4. Reveal Evangelist for +1
Combat 23: 1d10 + 1d12 + 1d4 + 11 ⇒ (7) + (3) + (4) + 11 = 25
The Red Raven hears a bloodcurdling scream and moves to try and rescue its source, only to find himself falling for a Banshee's ruse! At least it wasn't a weird animal...
On defeating a monster, switch back to Aric. Based on process of elimination, I think the final card left in Castle is the Evidence. End turn
"
Hand: Fortune Teller, Clockwork Spy, The Courtesan, Evangelist, Serithtial, Mask of the Red Raven, Captain's Cutlass (Finesse),
Displayed: Cockroach Coat, Red War Paint, The Lost Harrows,
Kit: Ausio Carowyn, Dandy Brute, Blackjack's Rapier,
Deck: 8 Discard: 5 Buried: 1
NOTES:
Available Support: Can discard card to allow reroll on failed local check to defeat monster or barrier (only as TRR)Evangelist: Recharge for +1d4 to local check
Captain's Cutlass: Recharge to reduce local combat damage by 2
Middle of Deck (Unknown Order): Dreamstalker, Blessing of Bastet, Shadowless Sword (Finesse)
Recharged: Vampiric Backsword +3 (Finesse), Heister, Lockpick Shield, Blessing of the Midnight Lord, Quick-Change Mask,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3
Favored Card: None
Favored Card: None
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck) ([X] or when a character encounters a villain or a henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand ([X] or the top card of your deck) with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire ([ ] or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([ ] If it is an ally that has Diplomacy in its check to acquire, draw it)[ooc]
===================================
THE RED RAVEN: SKILLS AND POWERS
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d4 ☐ +1
Hand Size: 4 ☐ 5 ☐ 6
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck) ([X] or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[ ]On your combat check, you may discard ([ ] or recharge) a card that has the Accessory or Clothing Trait or an armor to add 1d8 ([ ] 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier) you may discard a card to allow her to reroll the dice and take the new result
[ ]When a Villain escapes, you may move to a new location that was neither closed nor temporarily closed
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Ukuja: Blessing of green faith used by Varian
Random Card(s) Used: Monsters 1-2
Additional Info 1: if close, check for evidence (evidences displayed: Cliff, Library)
Additional Info 2: Togomor defeated -> Semignatto and more monsters
Location #1: Arsenal 1-11, R (Shuffled) remain // 1=Horrorbane Heavy Pick, R=Random Monster or Villain
Heggal, Aric - Location #2: Castle 2 remain // 2=Evidence?
Location #3: Cell 1-11, R (Shuffled) remain // 1=The Twin, R=Random Monster or Villain
Ukuja - Location #5: Mountain 1-8, R (Shuffled) remain // R=Random Monster or Villain
Varian - Location #6: Library 1-3, R (Shuffled) remain // Friendly Game of Sredna, Giant Form, Quickened Ray, R=Random Monster or Villain
Location #7: Base 1-8 remain // 1=Marcus Endrin, 2=Laori Vaus, 3=Truthspeaker Akram, 4=Sabina Merrin, 5=Krojun Eats-what-he-kills
Everyone must make DEX/Acro 13 or bury a random card and suffer 1d4 Electricity Damage

Ukuja the sailor |

acrobatics 13 discarding Blessing of Abadar to bless: 2d10 + 4 ⇒ (4, 4) + 4 = 12
hero point to reroll: 2d10 + 4 ⇒ (7, 6) + 4 = 17
Ukuja spent 1 hero point. Still have BotGF if anyone needs it for the dex check.

Heggal - ACG kuey |

Heggal has almost no chance of succcess so will just fail it.
Bury random card ==> Ukwar Axe
Electricity damage: 1d4 ⇒ 2 ==> Bury Mantle of Life to reduce to 0.
"
Hand: Commander's Falchion, Burst of Glory, Lookout, Blessing of Angradd, Vengeful Storm, Grayflame Mace +2,
Displayed:
Deck: 12 Discard: 5 Buried: 2
Current Location: #2: Castle
Hero Points: 1
Tier.XP : 6.1
Respect : 4
Reroll Avail?: Yes
NOTES:
Available Support: Blessings: Use as needed
Lookout: +1d6 Perception
Burst of Glory: +1d6 local vs bane
Movement: If current location closes: #1: Arsenal
Middle of Deck (Unknown Order): Blessing of Cayden Cailean, Lyrune-Quah Moon Maiden, Ring of Stony Flesh, Ruan Mirukova, Chain Mail (Core)
Recharged: Grappler's Mask, Evangelist, Dust of Revealing, Sklar-Quah Thundercaller, Blessing of Shizuru, Righteousness, Kazavon's Shield,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☑ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Divine: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7 ☐ 8
Proficiencies:
Light Armors | Heavy Armors | ☑ Weapons
POWERS:
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☑+1)(☑+2) (☑+3) to your check.
☐ At the start of your turn, you may discard 1 ally then add 1 weapon (☐ or card) from your discard pile to your hand.
☐ When you play Blessing of Cayden Cailean, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.

BR Yewstance |

During This Adventure:
-When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.
-At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario:
Additional Rules: =
THREAT LIST:
Evidences Displayed: 2
Scenario Level (#): 6
Turn: 12, Ukuja/Bigguyinblack
Monsters
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
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
If undefeated, each local character suffers 1d4 Force damage.
CotCT
Monster 5
Traits:
Trigger
Undead
To Defeat:
Combat 21
When examined, suffer 1d6 Force damage.
Immune to Mental and Poison.
Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage.
If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed.
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
CotCT
Monster 6
Traits:
Fiend
Outsider
To Defeat:
Combat 24
Immune to Acid and Poison.
Resistant to Cold, Electricity, and Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 11 check or suffer the scourge Exhausted.
If undefeated, suffer the scourge Plagued.
Barriers
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
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:
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.
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 5
Traits:
Curse
Trigger
To Defeat:
Constitution
Fortitude 13
OR Intelligence
Perception 15
When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.
Weapons
CotCT
Weapon 5
Traits:
Bludgeoning
Magic
Ranged
Sling
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 6
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 17
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 2d4+3.
On a local combat check, freely reveal to add 1d4. You may use this power even if you have previously revealed this card on this check.
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:
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 6
Traits:
Axe
Loot
Magic
Melee
Slashing
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it.
Discard to explore. This exploration, on all checks against Undead banes, add 1d8.
Spells
CotCT
Spell 5
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
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.
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.
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
Attack
Cold
Divine
Magic
Veteran
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
Armors
CotCT
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 2.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* On your combat or Diplomacy check, you may discard to add 1d10.
CotCT
Armor 6
Traits:
Loot
Magic
Offhand
Shield
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
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 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 15
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against a story bane, you may freely discard to add your Divine modifier.
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 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:
Liquid
Paint
To Acquire:
Melee
Fortitude 4
Display. While displayed:
* When you defeat a monster, after the encounter, you may discard a card to move.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
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.
CotCT
Item 6
Traits:
Arcane
Attack
Divine
Loot
Magic
Staff
To Acquire:
Arcane
Divine 12
For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
If proficient, at the end of your turn, bury to heal 1d4+1 allies.
Allies
CotCT
Ally 5
Traits:
Ghost
Harrow
Medium
Undead
To Acquire:
Wisdom
Divine 12
OR Bury A Harrow
Card 0
Display. While displayed:
* Harrow boons may be recharged instead of discarded.
* You may ignore powers that happen when you examine cards.
* At the end of the turn, bury.
Bury to explore; you may recharge a Harrow boon to reload instead.
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 5
Traits:
Arcane
Eidolon
Outsider
Promo
To Acquire:
Arcane
Divine 13
On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word bury in this power as 'discard.'
Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
CotCT
Ally 6
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 15
OR Arcane 13
On a local check that invokes the Magic trait, recharge to add 1d8.
Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: Your non-combat check against a bane is blessed.
To Acquire:
Strength
Diplomacy 4+#
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When you fail a check, suffer the scourge Drained.
To Acquire:
Intelligence
Knowledge 4+#
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
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 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.
Hour Power: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
Current Hour:
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.
Hours Remaining: 15
Hourglass
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.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
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 Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
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 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.
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 Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
The Savored Sting
Core
Blessing 3
Traits:
Deity: Calistria
Divine
When this is the hour: On your checks while you avenge, bless.
To Acquire:
Charisma
Divine 8
On a local check, recharge to bless.
To let any character avenge, recharge.
Discard to explore.
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.
Abadar's Law
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.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
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.
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Location #1: Arsenal
Underground
Urban
At This Location: On your combat check, add 1 for each weapon played.
When Closing: Summon and acquire a weapon.
When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
M: 1 Ba: 1 W: 3 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 3
Located/Displayed Here: None
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.
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.
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
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
* When you suffer any damage, you may bury to reduce it to 0.
CotCT
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded.
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
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.
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 6
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 15
OR Divine 13
On a local check to close or to guard, recharge to add 2d12.
Discard to explore; if you encounter a barrier or a boon, recharge 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
Weapon 5
Traits:
Magic
Melee
Pick
Piercing
To Acquire:
Strength
Melee 13
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Location #2: Castle
Urban
At This Location: You may avenge by recharging a card.
When Closing: Bury a weapon or the top card of your deck.
When Permanently Closed: You may heal a weapon or an armor.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Heggal/kuey, Aric/AAUGHWHY, 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 B definition.
Location #3: 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 ?: 3
Located/Displayed Here: None
CotCT
Ally 5
Traits:
Banshee
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Weapon 0
Display. While displayed:
* On local combat or Constitution checks, add 1d6.
* At the end of the turn, banish.
Bury to explore; you may bury a weapon to reload instead.
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 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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Barrier 1
Traits:
Curse
Task
Trigger
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception 4+#
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
CotCT
Monster 5
Traits:
Construct
Golem
To Defeat:
Combat 19+#
Immune to Attack, Mental, and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.
CotCT
Ally 6
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 16
On a local combat check, recharge to add 2d4.
Discard to explore, or to move then explore. If you encounter a monster, recharge instead. You may not use this power during an encounter.
CotCT
Armor 5
Traits:
Heavy Armor
Loot
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Monster 2
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.
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.
CotCT
Monster 6
Traits:
Devil
Outsider
To Defeat:
Combat 26
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
If undefeated, suffer the scourge Wounded.
Location #5: Mountain
Wild
At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
When Closing: Bury an armor or the top card of your deck.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 3
Located/Displayed Here: Ukuja/Bigguyinblack, None
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
CotCT
Weapon 6
Traits:
2-Handed
Loot
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 18
For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.
CotCT
Monster 6
Traits:
Ooze
To Defeat:
Combat 23
Immune to Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison. Resistant to Cold.
Before acting, each local character suffers Combat damage equal to the number of allies in their hand.
If undefeated, banish a random ally from your discards, then a random local character summons and encounters the story bane Zombie Minions.
CotCT
Barrier 6
Traits:
Skirmish
To Defeat:
None 0
Roll 1d6. Each local character summons and encounters the corresponding story bane:
1-2. Grey Maiden Guard 3-4. Red Mantis Assassin 5-6. Ileosa's Fury This barrier is defeated only if you defeat your encounter.
CotCT
Monster 5
Traits:
Undead
Zombie
To Defeat:
Combat 24
Immune to Cold, Electricity, Force, Mental, and Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
CotCT
Story Bane 6
Type: Monster
Traits:
Assassin
Human
To Defeat:
Combat 26
Before acting, each local character suffers 1d4 Poison damage. Then succeed at a Wisdom or Perception 10 check or the difficulty to defeat is increased by 2d6.
On the check to defeat, reroll 2 dice showing the highest values.
CotCT
Monster 5
Traits:
Undead
To Defeat:
Combat 22
Immune to Mental and Poison.
Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.
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.
Location #6: Library
Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M: 0 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Varian/Zalarian, None
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.
CotCT
Story Bane 6
Type: Monster
Traits:
Devil
Outsider
To Defeat:
Combat 28
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, each local character must attempt a Wisdom 13 check.
For each character that fails, a random local character suffers an amount of Combat damage equal to the number of weapons and Attack cards in the failing character's hand.
CotCT
Spell 4
Traits:
Arcane
Magic
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.
CotCT
Spell 5
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
Location #7: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 8
Located/Displayed Here: None
CotCT
Supporter 6
Traits:
Human
Ranger
Display. While displayed:
* You may bury to move any number of characters.
* ? On any combat check at a non-Underground location, you may bury to add 2d8.
What happens to me is of no concern. Ileosa must pay for what she has done to Korvosa.
CotCT
Supporter 3
Traits:
Cleric
Elf
Display. While displayed:
* After you discard cards as damage, you may draw a card.
* ? When you would fail your combat check, you may bury to add 1d8.
CotCT
Supporter 4
Traits:
Human
Skald
Display. While displayed:
* You may bury to examine all cards in a location, then shuffle the location.
* ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll.
CotCT
Supporter 6
Traits:
Fighter
Human
Display. While displayed:
* On your checks against Gray Maiden cards, add 1d4.
* ? When a character suffers damage, you may bury to reduce it to 0.
CotCT
Supporter 4
Traits:
Barbarian
Human
Display. While displayed:
* On any Strength check or any check against a monster, you may bury to add 1d10.
* ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards.
CotCT
Supporter 6
Traits:
Human
Rogue
Display. While displayed:
* You may bury to examine the top card of a location; if it is a boon, draw it.
* ? On your check to acquire, you may bury a card to add 1d10.
CotCT
Supporter 5
Traits:
Human
Summoner
Display. While displayed:
* When a character encounters a summoned bane, you may bury to let that character evade it.
* ? On your checks against Outsider banes, add 1d4.
CotCT
Supporter 1
Traits:
Aristocrat
Human
Display. While displayed:
* On any check to acquire, you may bury to add 1d6.
* ? You may bury to draw 2 new items, then banish 1 of them.

Varian 12789 |

For the dex/acro check, I will go ahead and bury random card from hand(Ice and Fire) and take 1d4 damage
Random Roll: 1d4 ⇒ 4 Will shuffle Radovan into deck to reduce damage to 0
"
Hand: Staff of Dark Flame, Volcanic Storm, Rodrick, The Cyclone, The Cricket, Staff of Greater Healing,
Displayed: Third Eye, Create Mindscape,
Deck: 14 Discard: 4 Buried: 2
Hero Points: 1
NOTES:
Available Support: Blessings are available for use. (Starsong can be buried for reroll and Osiris can be used to add d4 to healing check or cards healed.)
Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
Movement: Order for my movement: Library, Castle, Arsenal, Cliff, Base, Cell, Mountain
Other: Loot Pref: Sp6
Recharged: Blessing of the Gods, Fire Snake, Life Drain#Core,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
Acrobatics: Dexterity +1
Arcane: Intelligence +2
Knowledge: Intelligence +2
Perception: Wisdom +1
SCION OF CHELIAX
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Arcane, Sword
POWERS:
On your check to recharge a spell, you automatically fail.
Before you reset, you may recharge an Arcane spell (☑ or 2 Arcane spells) (☐ or an ally that lists Diplomacy in its check to acquire) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4(☑+1). (☐ If the card you recharge is a Diplomacy or Finesse card, add its level.)
☑ At the start of your turn, you may draw up to # (☐+2) cards, then recharge that number of cards.
☐ On your check to acquire a Finesse or Magic boon (☐ or on your check that invokes Finesse or Poison), add 1d4.
☐ On another character’s check [ooc](☐ or your check), when you play an ally that would add 1 or more dice, you may add 1d12 instead of the normal dice.[/ooc]

Ukuja the sailor |

On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
survival 4 +6 revealing Headband of Inspired Wisdom: 1d10 + 9 ⇒ (4) + 9 = 13
Leryn will examine Mountain Card 1: Haunt. Trigger Ukuja is Frightened.
Ukuja will move to Base.
Draw 1. Marcus Endrin, 2. Laori Vaus, 3. Truthspeaker Akram, 4. Sabina Merrin, 5. Krojun Eats-what-he-kills, 6. Grandmaster Boule. Keep and display Truthspeaker Akram. Banish Frightened.
bury Thousand Bones to heal: 1d4 + 1 ⇒ (4) + 1 = 5
Ukuja rides his Pteranodon to Mountain.
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
divine 6 + 6 revealing Headband of Inspired Wisdom, aided by Keppira D'bear: 1d10 + 1d4 + 8 ⇒ (2) + (1) + 8 = 11
folio reroll d10: 1d10 ⇒ 4
13 succeeds. Discard Druid of the Green Faith to draw Pteranodon and explore.
Evidence
Story Bane Barrier 1
Traits
Task
Trigger
Check
Intelligence
Wisdom
Knowledge
Perception
10+#
Powers
When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.
perception 10 +6 revealing Headband of Inspired Wisdom, Heggal reveals Lookout: 1d10 + 1d6 + 8 ⇒ (1) + (2) + 8 = 11
bury Truthspeaker Akram to reroll: 1d10 + 1d6 + 8 ⇒ (2) + (4) + 8 = 14
Hero Point to reroll: 1d10 + 1d6 + 8 ⇒ (6) + (5) + 8 = 19
Evidence is displayed next to scenario. Discard Pteranodon to move to Arsenal and explore.
CotCT
Weapon 5
Traits:
Bludgeoning
Magic
Ranged
Sling
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
ranged 13 aided by hour: 1d10 + 1d6 + 3 ⇒ (7) + (5) + 3 = 15
Deathbane Sling is acquired and buried. Recharge Pteranodon from discard at end of turn.
Hand: Wendifisa Spear, Headband of Inspired Wisdom, Blackjack's Gear, Blessing of Abadar, Fire Gecko, Returning Totem Spear, Blessing of the Green Faith (2), Dwarf Caiman, Shadowcat,
Displayed: Leryn (Hunter Class Deck), Python, Keppira D'bear, Trinia Sabor,
"Current Location: Arsenal
Kit: Stone Axe +1, Aspect of the Bull, Huntsman's Greatsword +2, "
Deck: 13 Discard: 2 Buried: 0
"NOTES:
Available Support: Folio reroll: usedBlessings are available for use.
Keppira D'bear: • On all checks against Undead banes, add 1d4.
Trinia Sabor: • On any non-combat check, you may bury to add 1d4+#.
Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.
Blessing of Abadar: +2 dice vs barriers.
Shadowcat: Recharge this card to add your Wisdom or Survival skill (1d10 +7) to another character's combat check.
Returning Totem Spear: On a local combat check reload to add 1d8.
Movement: Move me to Cell if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): The Unicorn, Formian Myrmidon, Call Animal, Cauterize, Blessing of Milani, Cure, Elk, Moon Maiden Armor, Guide, Dominate, Angelstep
Recharged: Blessing of the Green Faith (1), Pteranodon,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Hero Points: 2
Respect Points 9
Favored Card: Weapon or Ally
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ ☐
Proficiencies:
Ranged: Dexterity +2
Divine: Wisdom +1
Survival: Wisdom +3
From Blackjack Role Not active.
Acrobatics: Dexterity +3
Stealth: Dexterity +3
Diplomacy: Charisma +3
From Cohorts
POWERS:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter ([x] or to add 1d4 plus the discarded card's adventure deck number to your combat check)([x] or to your check to defeat a barrier).
[x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
(Boon) When Ukuja draws his starting hand he may draw a card then recharge a card.
Mountain card 1 banished. Card 2 Evidence displayed next to scenario.
Base card 3 acquired.
Arsenal card 1/Random weapon #1 acquired and buried.
Ukuja spent a Hero Point.

Varian 12789 |

Out of Turn Updates: None
Turn Order: Varian, Heggal, Aric, Ukuja
Turn - Hour: 13 - Hourglass Card 1 Varian/Zalarian The Brass Dwarf
Hour Rules: The first time you discard cards as damage this turn, recharge 1 of them instead.
SOT:
Reveal staff of greater healing and heal a card (Zellara's deck)
Draw #(6) Cards and recharge #(6) Cards
Draw: Ice Chemist, Blessing of Osiris, Fire Snake, Iomedae's Justice
Samisen of Oracular Vision, Life Drain,
Recharge: Staff of Greater Healing, Volcanic Storm,Iomedae's Justice
Ice Chemist, Blessing of Osiris, Staff of Dark Flame
Give Card: None
Move: Stay at Library
Third eye allows me to examine card: Library Card 1: Friendly Game of Sredna
Location Powers: On your check against a spell or a Book boon, add 1d6.
Explore: Library Card 1: Friendly Game of Sredna
CotCT
Barrier 4
Traits:
Respect
Task
To Defeat:
Strength 7
OR Constitution
Fortitude 12
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
Will use Firesnake for check and Create Mindscape
Strength using Arcane Check DC 7/13: 1d12 + 6 + 1d4 ⇒ (5) + 6 + (1) = 12 Success
I can't think of a good reason to remove barrier from game so will let it remain
Will recharge samisen to look at 3 remaining cards at library
Library Card 2: Sermignatto
Library Card 3: Giant Form
Library Card 4: Quickened Ray
Will discard The cricket to move to the Arsenal and explore
Explore: Arsenal Card 1: Blackjack's Daggers
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Knife
Loot
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
According to this Link, this loot is back in the vault.
Dexterity Check DC 11: 1d8 + 1 ⇒ (1) + 1 = 2 No Success, boon is banished
Will discard Rodrick to draw Salvator and discard to draw next blessing (Hourglass Card 2 Heggal/kuey Incitation)
Will discard The Cyclone to explore again
Explore: Arsenal Card 2: Trapped Chest
Where is Radovan? A moment of realization arrives to the aging wizard as he calls out for the supporter Trinia
Will recharge Drain Life for Urban assistance to add 1d4+1 and discard incitation to add a die. Finally, Ukuja will bury Trinia sabor to add d4+#
Untrained Skill Check DC 7+6=13: 1d4 + 1d4 + 1 + 1d4 + 1d4 + 6 ⇒ (1) + (2) + 1 + (1) + (3) + 6 = 14 Success
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.
Will choose spell.
Encounter: Icy Prison
CotCT
Spell 5
Traits:
Arcane
Attack
Cold
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0.
Arcane Check DC 12: 1d12 + 6 ⇒ (5) + 6 = 11 No Success
Varian ends his turn.
Varian attempts to recover all cards in his Recovery pile (except for arcane spells which are discarded).
Varian recharges spell(s) Fire Snake and then resets his hand.
Will display Radovan after Heggal's SOT
checks against Undead banes
The Harrow suit is Crowns.
Add 1d4 to Charisma non-combat checks.
When you play your harrow, you may draw a random ally from your discards.
When you would close your location, first search it for Evidence. If you find it, do not close your location; instead, either banish the Evidence or shuffle the location and reload the Evidence into it.
When Togomor is defeated, shuffle together the villain Sermignatto and a number of monsters equal to the number of locations, then shuffle 2 of these cards into your location and 1 into each other location.
"
Hand: Staff of Greater Necromancy, Radovan, Crystal Ball, Magnetic Grimoire, Blessing of the Gods, i1Zellara's Harrow Deck, Eagle Aerie, Life Drain#Core,
Displayed: Third Eye, Create Mindscape,
Deck: 10 Discard: 7 Buried: 2
Hero Points: 1
NOTES:
Available Support: Blessings are available for use. (Starsong can be buried for reroll and Osiris can be used to add d4 to healing check or cards healed.)
Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
Movement: Order for my movement: Library, Castle, Arsenal, Cliff, Base, Cell, Mountain
Other: Loot Pref: Sp6
Recharged: Staff of Greater Healing, Volcanic Storm, Iomedae's Justice, Ice Chemist, Blessing of Osiris, Staff of Dark Flame, Samisen of Oracular Vision, Life Drain, Fire Snake,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
Acrobatics: Dexterity +1
Arcane: Intelligence +2
Knowledge: Intelligence +2
Perception: Wisdom +1
SCION OF CHELIAX
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Arcane, Sword
POWERS:
On your check to recharge a spell, you automatically fail.
Before you reset, you may recharge an Arcane spell (☑ or 2 Arcane spells) (☐ or an ally that lists Diplomacy in its check to acquire) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4(☑+1). (☐ If the card you recharge is a Diplomacy or Finesse card, add its level.)
☑ At the start of your turn, you may draw up to # (☐+2) cards, then recharge that number of cards.
☐ On your check to acquire a Finesse or Magic boon (☐ or on your check that invokes Finesse or Poison), add 1d4.
☐ On another character’s check [ooc](☐ or your check), when you play an ally that would add 1 or more dice, you may add 1d12 instead of the normal dice.[/ooc]
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (12)
Notes for Ukuja: Trinia Sabor used by Varian
Random Card(s) Used: weapon 1
Additional Info 1: if close, check for evidence (evidences displayed: Cliff, Library)
Additional Info 2: Togomor defeated -> Semignatto and more monsters
Varian - Location #1: Arsenal 3-12 remain // ?=Horrorbane Heavy Pick
Heggal, Aric - Location #2: Castle 1 remain // 1=Evidence?
Location #3: Cell 1-12 remain // ?=The Twin
Ukuja - Location #5: Mountain 3-9 remain
Location #6: Library 2-4 remain // 2: Sermignatto, 3: Giant Form, 4: Quickened Ray
Location #7: Base 1,2,4-8 remain // 1=Marcus Endrin, 2=Laori Vaus, 4=Sabina Merrin, 5=Krojun Eats-what-he-kills, 6=Grandmaster Boule

Varian 12789 |

Varian accidentally encountered same card twice (Arsenal card 1). Best way to remedy is to encounter Arsenal Card 3: Thundering Earthbreaker which is banished.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (12)
Notes for Ukuja: Trinia Sabor used by Varian
Random Card(s) Used: weapon 1
Additional Info 1: if close, check for evidence (evidences displayed: Cliff, Library)
Additional Info 2: Togomor defeated -> Semignatto and more monsters
Varian - Location #1: Arsenal 4-12 remain // ?=Horrorbane Heavy Pick
Heggal, Aric - Location #2: Castle 1 remain // 1=Evidence?
Location #3: Cell 1-12 remain // ?=The Twin
Ukuja - Location #5: Mountain 3-9 remain
Location #6: Library 2-4 remain // 2: Sermignatto, 3: Giant Form, 4: Quickened Ray
Location #7: Base 1,2,4-8 remain // 1=Marcus Endrin, 2=Laori Vaus, 4=Sabina Merrin, 5=Krojun Eats-what-he-kills, 6=Grandmaster Boule

Heggal - ACG kuey |

Out of Turn Updates: Nil
Turn Order: Varian, Heggal, Aric, Ukuja,
Turn: Turn 14: Aric's The Betrayal
Hour Power: When you acquire a boon, bury it.
SOT: Nil
Give Card: Nil
Move: Stay at #2: Castle
Explore:
#1: Henchman Proxy B3
Story Bane Barrier 1
Traits
Task
Trigger
Check
Intelligence
Wisdom
Knowledge
Perception
10+#
Powers
When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.
Reveal Lookout for +1d4+3
Discard Blessing of Angradd to bless twice
Wisdom DC10+6: 1d8 + 2 + 1d4 + 3 + 2d8 ⇒ (8) + 2 + (4) + 3 + (6, 5) = 28 ==> Defeated
Closing: Bury Commander's Falchion
When Closed: Heal a weapon ==> Flaming Longsword +3
Heggal moves to #1: Arsenal
Aric moves to #7: Base (Not sure where he would want to go.)
End Turn: Reset hand.
(Drew Chain Mail (Core). Display at next SoT)
"
Hand: Grayflame Mace +2, Burst of Glory, Vengeful Storm, Lookout, Evangelist, Sklar-Quah Thundercaller,
Displayed: Chain Mail (Core),
Deck: 10 Discard: 5 Buried: 3
Current Location: #2: Castle
Hero Points: 1
Tier.XP : 6.1
Respect : 4
Reroll Avail?: Yes
NOTES:
Available Support: Blessings: Use as needed
Lookout: +1d6 Perception
Burst of Glory: +1d6 local vs bane
Evangelist: +1d4 local check
Sklar-Quah Thundercaller: +1d6 all Str & Acrobatics
Movement: If current location closes: #3: Cell
Middle of Deck (Unknown Order): Grappler's Mask, Dust of Revealing, Flaming Longsword +3, Blessing of Cayden Cailean, Ruan Mirukova, Lyrune-Quah Moon Maiden, Righteousness, Kazavon's Shield, Ring of Stony Flesh, Blessing of Shizuru
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☑ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Divine: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7 ☐ 8
Proficiencies:
Light Armors | Heavy Armors | ☑ Weapons
POWERS:
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☑+1)(☑+2) (☑+3) to your check.
☐ At the start of your turn, you may discard 1 ally then add 1 weapon (☐ or card) from your discard pile to your hand.
☐ When you play Blessing of Cayden Cailean, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (12)
Notes for Ukuja: Trinia Sabor used by Varian
Random Card(s) Used: weapon 1
Additional Info 1: if close, check for evidence (evidences displayed: Cliff, Library)
Additional Info 2: Togomor defeated -> Semignatto and more monsters
Varian, Heggal, - Location #1: Arsenal 4-12 remain // ?=Horrorbane Heavy Pick
Location #2: Castle BANISHED 1 remain
Location #3: Cell 1-12 remain // ?=The Twin
Ukuja - Location #5: Mountain 3-9 remain
Location #6: Library 2-4 remain // 2: Sermignatto, 3: Giant Form, 4: Quickened Ray
Aric - Location #7: Base 1,2,4-8 remain // 1=Marcus Endrin, 2=Laori Vaus, 4=Sabina Merrin, 5=Krojun Eats-what-he-kills, 6=Grandmaster Boule

AAUGHWHY's PFSACG Aric/TRR |

Hour is The Betrayal: When you acquire a boon, bury it.
Start of turn, switch to TRR. Exchange Captain's Cutlass with Dandy Brute in kit
Move to Arsenal. (I like how we're all avoiding the Cell). End of move step, examine top card: Greater Bolstering Armor. Still End of move step, reveal Fortune Teller, declaring Boon. Encounter Greater Bolstering Armor. The Lost Harrows give me Fortitude 1d12+6. Reveal Evangelist for +1
Fortitude 14: 1d12 + 7 ⇒ (7) + 7 = 14 The Betrayal makes me bury
Take Free Explore: Sentinel Devil. Reveal Serithtial to use Acrobatics+1d12+4. Reveal Evangelist for +1. Arsenal adds 1.
Combat 23: 1d10 + 1d12 + 1d4 + 12 ⇒ (9) + (3) + (4) + 12 = 28 I suffer Wounded
Display Clockwork Spy to examine then explore: Silver War Paint. On examine, switch to Aric. The Lost Harrows lets me auto acquire but The Betrayal make me bury. On Acquire examine top card of location: Bearskin Armor.
Discard Dandy Brute to explore again. The Lost Harrows and Evangelist give me Fortitude 1d12+7.
Fortitude 12: 1d12 + 7 ⇒ (11) + 7 = 18 The Betrayal makes me bury. On acquire, examine top card of location
Discard the Courtesan to explore: Ghost. Playing my Harrow lets me draw a random ally from my discards: Psychic Detective. For the combat, reveal Serithtial to use Acrobatics+1d12+4. Reveal Evangelist for +1. Arsenal adds 1.
Combat 23: 1d10 + 1d12 + 1d4 + 12 ⇒ (5) + (4) + (3) + 12 = 24 On defeating a monster, switch to Aric
Use power to Recharge Psychic Detective to examine then explore: Darb Tuttle. Reveal Evangelist for +1
Diplomacy 15: 1d10 + 1d4 + 8 ⇒ (6) + (1) + 8 = 15 The Betrayal makes me bury. On Acquire, examine top card of location: Ileosa's Furies
Ending turn there. Maybe we should disperse so less of us get hit by the AA 1d4 force damage from the henchman
"
Hand: Fortune Teller, Blessing of Bastet, Dreamstalker, Evangelist, Serithtial, Mask of the Red Raven, Shadowless Sword (Finesse),
Displayed: Cockroach Coat, Red War Paint, The Lost Harrows, Clockwork Spy,
Kit: Ausio Carowyn, Captain's Cutlass (Finesse), Blackjack's Rapier,
Aric has the following scourges marked:Wounded:While Marked:
At the start of your turn, discard the top card of your deck.When you would heal any number of cards, you may remove this scourge instead.
Deck: 6 Discard: 6 Buried: 4
NOTES:
Available Support: Can discard card to allow reroll on failed local check to defeat monster or barrier (only as TRR)Evangelist: Recharge for +1d4 to local check
Bastet: Recharge to reroll 1 die. Bury to reroll all dice
Middle of Deck (Unknown Order): 0
Recharged: Vampiric Backsword +3 (Finesse), Heister, Lockpick Shield, Blessing of the Midnight Lord, Quick-Change Mask, Psychic Detective,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3
Favored Card: None
Favored Card: None
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck) ([X] or when a character encounters a villain or a henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand ([X] or the top card of your deck) with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire ([ ] or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([ ] If it is an ally that has Diplomacy in its check to acquire, draw it)[ooc]
===================================
THE RED RAVEN: SKILLS AND POWERS
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d4 ☐ +1
Hand Size: 4 ☐ 5 ☐ 6
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck) ([X] or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[ ]On your combat check, you may discard ([ ] or recharge) a card that has the Accessory or Clothing Trait or an armor to add 1d8 ([ ] 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier) you may discard a card to allow her to reroll the dice and take the new result
[ ]When a Villain escapes, you may move to a new location that was neither closed nor temporarily closed
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (12)
Notes for Ukuja: Trinia Sabor used by Varian
Random Card(s) Used: weapon 1
Additional Info 1: if close, check for evidence (evidences displayed: Cliff, Library)
Additional Info 2: Togomor defeated -> Semignatto and more monsters
Varian, Heggal, Aric - Location #1: Arsenal 10-12 remain // 10=Ileosa's Furies ?=Horrorbane Heavy Pick
Location #3: Cell 1-12 remain // ?=The Twin
Ukuja - Location #5: Mountain 3-9 remain
Location #6: Library 2-4 remain // 2: Sermignatto, 3: Giant Form, 4: Quickened Ray
Location #7: Base 1,2,4-8 remain // 1=Marcus Endrin, 2=Laori Vaus, 4=Sabina Merrin, 5=Krojun Eats-what-he-kills, 6=Grandmaster Boule

Ukuja the sailor |

Sands of the Hour: When this is the hour: No effect.
Place Blessing of Abadar in kit to draw Aspect of the Bull. Display Aspect of the Bull. Display Blackjack's Gear.
Ukuja once more returns to the Mountain.
CotCT
Weapon 6
Traits:
2-Handed
Loot
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 18
For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.
We don't need weapon 6 and I can't get it without spending resources. Banished. Discard Dwarf Caiman to explore.
CotCT
Monster 6
Traits:
Ooze
To Defeat:
Combat 23
Immune to Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison. Resistant to Cold.
Before acting, each local character suffers Combat damage equal to the number of allies in their hand.
If undefeated, banish a random ally from your discards, then a random local character summons and encounters the story bane Zombie Minions.
BYA take 2 combat dmg. Discard Shadowcat and Fire Gecko. Varian discards Blessing of the Gods.
combat 23 revealing Returning Totem Spear for survival and adding the Slashing trait, freely reloading Returning Totem Spear, revealing Headband of Inspired Wisdom, blessed by Varian's BotG: 2d10 + 2d8 + 11 ⇒ (3, 4) + (6, 1) + 11 = 25
recharge from discard eot 1. Dwarf Caiman, 2. Shadowcat, 3. Fire Gecko: 1d3 ⇒ 3
Hand: Wendifisa Spear, Headband of Inspired Wisdom, Returning Totem Spear, Moon Maiden Armor, Angelstep, Cauterize, Blessing of the Green Faith (2), Elk, The Unicorn,
Displayed: Leryn (Hunter Class Deck), Python, Keppira D'bear, Aspect of the Bull, Blackjack's Gear,
"Current Location: Mountain
Kit: Stone Axe +1, Blessing of Abadar, Huntsman's Greatsword +2, "
Deck: 9 Discard: 4 Buried: 0
"NOTES:
Available Support: Folio reroll: usedBlessings are available for use.
Keppira D'bear: • On all checks against Undead banes, add 1d4.
Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.
Returning Totem Spear: On a local combat check reload to add 1d8.
The Unicorn: On any check, discard to bless. On another character's check, discard to give them a boon.
Movement: Move me to Cell if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Blessing of Milani, Cure, Guide, Call Animal, Dominate, Formian Myrmidon
Recharged: Blessing of the Green Faith (1), Pteranodon, Fire Gecko,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Hero Points: 2
Respect Points 9
Favored Card: Weapon or Ally
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ ☐
Proficiencies:
Ranged: Dexterity +2
Divine: Wisdom +1
Survival: Wisdom +3
From Blackjack Role Not active.
Acrobatics: Dexterity +3
Stealth: Dexterity +3
Diplomacy: Charisma +3
From Cohorts
POWERS:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter ([x] or to add 1d4 plus the discarded card's adventure deck number to your combat check)([x] or to your check to defeat a barrier).
[x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
(Boon) When Ukuja draws his starting hand he may draw a card then recharge a card.
Banished Mountain cards 3 and 4.
Discarded Varian's Blessing of the Gods.

Varian 12789 |

Out of Turn Updates: Discarded BotG for Ukuja. At end of Ukuja's turn..
Will Banish Zellara's Harrow Deck to examine the top 3 cards of any location and return them in the following order:
Cell Card 2: Henchman Proxy A1
Cell Card 1: Aerilaya
Cell Card 3: Brawl
During recovery, attempting to recharge rather than discard Harrow Deck. If hour is harrow, add 1d4. Heggal reveals lookout and I freely draw third eye to add a d10.
Perception Check DC 12: 1d6 + 1 + 1d6 + 1d10 ⇒ (1) + 1 + (2) + (1) = 5 No Success
Turn Order: Varian, Heggal, Aric, Ukuja
Turn - Hour: 17 - Hourglass Card 5 Varian/Zalarian
The Forge
Hour Rules: On your check, add 1 for each type of boon played.
SOT:
Draw #(6) Cards and recharge #(6) Cards
Draw: Oparal, Staff of Greater Healing, Volcanic Storm, Iomedae's Justice, Ice Chemist, Blessing of Osiris
Recharge: Crystal Ball, Iomedae's Justice, Life Drain,
Magnetic Grimoire, Eagle Aerie, Third Eye
Will then reveal staff of greater healing and discard Blessing of Osiris to heal Aric for 1d4+1
Healing Roll: 1d4 + 1 ⇒ (2) + 1 = 3 Aric is healed for 3
Give Card: None
Move: Arsenal -> Cell
Location Powers: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
Will Recharge Oparal and shuffle a random ally into deck
Random Ally from discard - Rodrick or Salvator: 1d2 ⇒ 1 Rodrick
Explore: Cell Card 2: Henchman Proxy A1
Story Bane Monster 6
Traits:
Outsider
Devil
Check:
Combat
24
Powers:
Immune to Fire and Poison. Resistant to Acid and Cold.
Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourge Frightened.
After acting, each local character suffers 1d4 Force damage.
Acrobatics Check DC 11: 1d8 + 2 ⇒ (4) + 2 = 6 No Success - Varian is Frightened for now
Will use Staff of Greater Necromancy and discard Volcanic Storm to use arcane +2d12.
Ukuja will recharge Blessing of the Green Faith
Arcane Check DC 24: 1d12 + 6 + 2d12 + 1d12 ⇒ (6) + 6 + (7, 7) + (8) = 34 Success
Random Roll: 1d4 ⇒ 1 Will shuffle Radovan into deck to reduce to 0
Since Evidence is there, I will choose to shuffle location and reload evidence.
Varian will bury staff of greater necromancy and Blessing of Osiris to heal 1d4+3 cards
Cards Healed: 1d4 + 3 ⇒ (3) + 3 = 6 TBD
Varian will display Zellara and have a very long conversation with the spirits on the state of affairs
Varian ends his turn.
Keppira D'Bear Displayed: Add 1d4 to
checks against Undead banes
The Harrow suit is Crowns.
Add 1d4 to Charisma non-combat checks.
When you play your harrow, you may draw a random ally from your discards.
When you would close your location, first search it for Evidence. If you find it, do not close your location; instead, either banish the Evidence or shuffle the location and reload the Evidence into it.
When Togomor is defeated, shuffle together the villain Sermignatto and a number of monsters equal to the number of locations, then shuffle 2 of these cards into your location and 1 into each other location.
"
Hand: Staff of Greater Necromancy, Volcanic Storm, Incitation, Life Drain, Oparal, Fire Snake, The Marriage, Iomedae's Justice,
Displayed: Create Mindscape,
Deck: 12 Discard: 3 Buried: 5
Hero Points: 1 // Varian has the following scourges marked:Frightened:While Marked:
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.When your location is closed, you may remove this scourge.
NOTES:
Available Support: Blessings are available for use. (Starsong can be buried for reroll and Osiris can be used to add d4 to healing check or cards healed.)
Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
Movement: Order for my movement: Library, Castle, Arsenal, Cliff, Base, Cell, Mountain
Other: Loot Pref: Sp6
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
Acrobatics: Dexterity +1
Arcane: Intelligence +2
Knowledge: Intelligence +2
Perception: Wisdom +1
SCION OF CHELIAX
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Arcane, Sword
POWERS:
On your check to recharge a spell, you automatically fail.
Before you reset, you may recharge an Arcane spell (☑ or 2 Arcane spells) (☐ or an ally that lists Diplomacy in its check to acquire) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4(☑+1). (☐ If the card you recharge is a Diplomacy or Finesse card, add its level.)
☑ At the start of your turn, you may draw up to # (☐+2) cards, then recharge that number of cards.
☐ On your check to acquire a Finesse or Magic boon (☐ or on your check that invokes Finesse or Poison), add 1d4.
☐ On another character’s check [ooc](☐ or your check), when you play an ally that would add 1 or more dice, you may add 1d12 instead of the normal dice.[/ooc]
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (12)
Notes for Aric: Healed for 3 by Varian
Notes for Ukuja: Blessing of the Green Faith used by Varian
Random Card(s) Used: weapon 1
Additional Info 1: if close, check for evidence (evidences displayed: Cliff, Library)
Additional Info 2: Togomor defeated -> Semignatto and more monsters
Heggal, Aric - Location #1: Arsenal 10-12 remain // 10=Ileosa's Furies ?=Horrorbane Heavy Pick
Varian - Location #3: Cell 4, (random 1,3,5-12) remain // 4= Evidence
Ukuja - Location #5: Mountain 5-9 remain
Location #6: Library 2-4 remain // 2: Sermignatto, 3: Giant Form, 4: Quickened Ray
Location #7: Base 1,2,4-8 remain // 1=Marcus Endrin, 2=Laori Vaus, 4=Sabina Merrin, 5=Krojun Eats-what-he-kills, 6=Grandmaster Boule

Heggal - ACG kuey |

Out of Turn Updates: Nil
Turn Order: Varian, Heggal, Aric, Ukuja,
Turn: Turn 18: Calistria's Sting
Hour Power: You may avenge by discarding a card.
SOT: Nil
Give Card: Nil
Move: Stay at #1: Arsenal
Explore:
Henchman Proxy A2
Story Bane Monster 6
Traits:
Outsider
Devil
Check:
Combat
24
Powers:
Immune to Fire and Poison. Resistant to Acid and Cold.
Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourge Frightened.
After acting, each local character suffers 1d4 Force damage.
BYA:
Reveal Lookout for +1d4+3
Reveal Evangelist for +1
Wisdom DC11: 1d8 + 2 + 1d4 + 3 + 1 ⇒ (7) + 2 + (4) + 3 + 1 = 17 ==> Success
Reveal Lookout for +1d4+3
Reveal Grayflame Mace +2 for Melee+1d8+2; recharge Vengeful Storm for +Divine
Reveal Evangelist for +1
Location for +1
Combat DC24: 1d8 + 5 + 1d8 + 2 + 1d8 + 4 + 1d4 + 3 + 1 + 1 ⇒ (2) + 5 + (7) + 2 + (2) + 4 + (1) + 3 + 1 + 1 = 28 ==> Defeated
Closing:
CotCT
Weapon 5
Traits:
Bludgeoning
Magic
Ranged
Sling
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
Gah! Wrong kind!
Reveal Lookout for +1d4+3
Recharge Evangelist for +1d4
Request Varian use Incitation to bless
Dexterity DC13: 1d6 + 1d4 + 3 + 1d4 + 1d6 ⇒ (2) + (1) + 3 + (4) + (4) = 14 ==> Acquired
Search deck and banish #12: Henchman Proxy B1 (Evidence)
End Turn: Reset hand.
"
Hand: Grayflame Mace +2, Deathbane Sling, Burst of Glory, Lookout, Sklar-Quah Thundercaller, Ring of Stony Flesh, Ruan Mirukova,
Displayed: Chain Mail (Core),
Deck: 10 Discard: 5 Buried: 3
Current Location: #1: Arsenal
Hero Points: 1
Tier.XP : 6.1
Respect : 4
Reroll Avail?: Yes
NOTES:
Available Support: Blessings: Use as needed
Lookout: +1d6 Perception
Sklar-Quah Thundercaller: +1d6 all Str & Acrobatics
Ruan Mirukova: +1d4 local check (Magic) & heal if succeed
Movement: If current location closes: #3: Cell
Middle of Deck (Unknown Order): Righteousness, Blessing of Shizuru, Kazavon's Shield, Grappler's Mask, Blessing of Cayden Cailean, Lyrune-Quah Moon Maiden, Flaming Longsword +3, Dust of Revealing
Recharged: Vengeful Storm, Evangelist,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☑ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Divine: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7 ☐ 8
Proficiencies:
Light Armors | Heavy Armors | ☑ Weapons
POWERS:
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☑+1)(☑+2) (☑+3) to your check.
☐ At the start of your turn, you may discard 1 ally then add 1 weapon (☐ or card) from your discard pile to your hand.
☐ When you play Blessing of Cayden Cailean, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (12)
Notes for Varian: Heggal used Incitation
Notes for Aric: Healed for 3 by Varian
Notes for Ukuja: Blessing of the Green Faith used by Varian
Random Card(s) Used: weapon 1
Additional Info 1: if close, check for evidence (evidences displayed: Cliff, Library)
Additional Info 2: Togomor defeated -> Semignatto and more monsters
Heggal, Aric - Location #1: Arsenal 11 remain // 11=Horrorbane Heavy Pick
Varian - Location #3: Cell 4, (random 1,3,5-12) remain // 4= Evidence
Ukuja - Location #5: Mountain 5-9 remain
Location #6: Library 2-4 remain // 2: Sermignatto, 3: Giant Form, 4: Quickened Ray
Location #7: Base 1,2,4-8 remain // 1=Marcus Endrin, 2=Laori Vaus, 4=Sabina Merrin, 5=Krojun Eats-what-he-kills, 6=Grandmaster Boule

BR Yewstance |

WARNING: 8 turns remain; you each have 2 turns left to win.
=====================================
During This Adventure:
-When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.
-At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario:
Additional Rules: =
THREAT LIST:
Evidences Displayed: 4
Scenario Level (#): 6
Turn: 19, Aric/AAUGHWHY
Monsters
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
CotCT
Monster 5
Traits:
Sayona
Undead
To Defeat:
Combat 21
Immune to Mental and Poison.
Resistant to Cold.
On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset.
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
CotCT
Monster 5
Traits:
Hag
Outsider
To Defeat:
Combat 21
Immune to Cold and Fire. Resistant to Attack.
When you discard cards as damage, you must first choose items.
If undefeated, suffer the scourge Plagued.
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.
Barriers
Core
Barrier 1
Traits:
Obstacle
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
CotCT
Barrier 4
Traits:
Obstacle
Plant
To Defeat:
Intelligence
Knowledge 10
OR Wisdom
Survival 7
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Wisdom
Disable
Perception 10
When examined, suffer the scourges Dazed, Drained, and Entangled.
If undefeated, suffer the scourges Dazed, Drained, and Entangled.
CotCT
Barrier 5
Traits:
Fire
Trap
To Defeat:
Intelligence
Perception 10
OR Constitution
Fortitude 12
When you would encounter this barrier, another local character may encounter it instead.
If undefeated, each local character suffers 1d6 Fire damage.
Core
Barrier 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
Weapons
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 6
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 15
For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge.
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 6
Traits:
Electricity
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 16
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8.
If proficient, you may additionally discard to add another 1d8+6.
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.
Spells
CotCT
Spell 6
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
At the start of your turn, choose 1. Until the start of the next turn:
* Your Strength, Dexterity, and Constitution skills are 1d12+2.
* Your hand size is 3.
* Your hand size is 7.
* Your hand size is 10.
* At the end of the scenario, banish; if proficient, discard 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.
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
Spell 3
Traits:
Arcane
Attack
Cold
Divine
Magic
Veteran
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
CotCT
Spell 6
Traits:
Arcane
Divine
Loot
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 16
Display. While displayed:
* On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 17 check to recharge it instead.
Armors
CotCT
Armor 6
Traits:
Loot
Magic
Offhand
Shield
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 5
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 15
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against a story bane, you may freely discard to add your Divine modifier.
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.
Items
Core
Item 2
Traits:
Arcane
Attack
Divine
Fire
Magic
Veteran
Wand
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 11
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 12
On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 13
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
CotCT
Item 6
Traits:
Gambling
Harrow
Magic
Tool
To Acquire:
Intelligence
Knowledge 12
Display and choose any skill. While displayed:
* Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
* When you fail a check using that skill, bury this card.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Fortitude 10
Display. While displayed:
* When you suffer Combat or Force damage, reduce it by 1.
* When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
* When this card has 6 markers, bury it.
Allies
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
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 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 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 5
Traits:
Ghost
Undead
To Acquire:
Wisdom
Survival 13
OR Suffer The Scourge Frightened 0
When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
To Acquire:
Intelligence
Arcane 4+#
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
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: 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.
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.
Hour Power: On your check, if no boons are played, it is blessed.
Current Hour:
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Hours Remaining: 8
Hourglass
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 Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
The Savored Sting
Core
Blessing 3
Traits:
Deity: Calistria
Divine
When this is the hour: On your checks while you avenge, bless.
To Acquire:
Charisma
Divine 8
On a local check, recharge to bless.
To let any character avenge, recharge.
Discard to explore.
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.
Abadar's Law
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.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
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.
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Location #1: Arsenal
Underground
Urban
At This Location: On your combat check, add 1 for each weapon played.
When Closing: Summon and acquire a weapon.
When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Heggal/kuey, Aric/AAUGHWHY, None
CotCT
Weapon 5
Traits:
Magic
Melee
Pick
Piercing
To Acquire:
Strength
Melee 13
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
Location #3: 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 ?: 2
Located/Displayed Here: Varian/Zalarian, 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 B definition.
CotCT
Monster 5
Traits:
Construct
Golem
To Defeat:
Combat 19+#
Immune to Attack, Mental, and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
CotCT
Ally 6
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 16
On a local combat check, recharge to add 2d4.
Discard to explore, or to move then explore. If you encounter a monster, recharge instead. You may not use this power during an encounter.
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.
CotCT
Ally 5
Traits:
Banshee
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Weapon 0
Display. While displayed:
* On local combat or Constitution checks, add 1d6.
* At the end of the turn, banish.
Bury to explore; you may bury a weapon to reload instead.
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.
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
Monster 6
Traits:
Devil
Outsider
To Defeat:
Combat 26
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
If undefeated, suffer the scourge Wounded.
CotCT
Armor 5
Traits:
Heavy Armor
Loot
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Monster 2
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.
CotCT
Barrier 1
Traits:
Curse
Task
Trigger
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception 4+#
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
Location #5: Mountain
Wild
At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
When Closing: Bury an armor or the top card of your deck.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Ukuja/Bigguyinblack, None
CotCT
Barrier 6
Traits:
Skirmish
To Defeat:
None 0
Roll 1d6. Each local character summons and encounters the corresponding story bane:
1-2. Grey Maiden Guard 3-4. Red Mantis Assassin 5-6. Ileosa's Fury This barrier is defeated only if you defeat your encounter.
CotCT
Monster 5
Traits:
Undead
Zombie
To Defeat:
Combat 24
Immune to Cold, Electricity, Force, Mental, and Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
CotCT
Story Bane 6
Type: Monster
Traits:
Assassin
Human
To Defeat:
Combat 26
Before acting, each local character suffers 1d4 Poison damage. Then succeed at a Wisdom or Perception 10 check or the difficulty to defeat is increased by 2d6.
On the check to defeat, reroll 2 dice showing the highest values.
CotCT
Monster 5
Traits:
Undead
To Defeat:
Combat 22
Immune to Mental and Poison.
Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.
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.
Location #6: Library
Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
CotCT
Story Bane 6
Type: Monster
Traits:
Devil
Outsider
To Defeat:
Combat 28
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, each local character must attempt a Wisdom 13 check.
For each character that fails, a random local character suffers an amount of Combat damage equal to the number of weapons and Attack cards in the failing character's hand.
CotCT
Spell 4
Traits:
Arcane
Magic
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.
CotCT
Spell 5
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
Location #7: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 7
Located/Displayed Here: None
CotCT
Supporter 6
Traits:
Human
Ranger
Display. While displayed:
* You may bury to move any number of characters.
* ? On any combat check at a non-Underground location, you may bury to add 2d8.
What happens to me is of no concern. Ileosa must pay for what she has done to Korvosa.
CotCT
Supporter 3
Traits:
Cleric
Elf
Display. While displayed:
* After you discard cards as damage, you may draw a card.
* ? When you would fail your combat check, you may bury to add 1d8.
CotCT
Supporter 6
Traits:
Fighter
Human
Display. While displayed:
* On your checks against Gray Maiden cards, add 1d4.
* ? When a character suffers damage, you may bury to reduce it to 0.
CotCT
Supporter 4
Traits:
Barbarian
Human
Display. While displayed:
* On any Strength check or any check against a monster, you may bury to add 1d10.
* ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards.
CotCT
Supporter 6
Traits:
Human
Rogue
Display. While displayed:
* You may bury to examine the top card of a location; if it is a boon, draw it.
* ? On your check to acquire, you may bury a card to add 1d10.
CotCT
Supporter 5
Traits:
Human
Summoner
Display. While displayed:
* When a character encounters a summoned bane, you may bury to let that character evade it.
* ? On your checks against Outsider banes, add 1d4.
CotCT
Supporter 1
Traits:
Aristocrat
Human
Display. While displayed:
* On any check to acquire, you may bury to add 1d6.
* ? You may bury to draw 2 new items, then banish 1 of them.

AAUGHWHY's PFSACG Aric/TRR |

Hour is The Peacock: On your check, if no boons are played, it is blessed.
Start of turn, stay as Aric. Exchange Shadowless Sword with Ausio Carowyn in kit. Wounded makes me discard top card of my deck
Stay at Arsenal. End of Move Step, reveal Fortune Teller declaring Boon. Banish Horrorbane Heavy Pick.
During Explore step, use power to recharge Dreamstalker to examine Card 1: Evidence at cell. It triggers, letting me encounter it and adding 1d8 to the check
Perception 16: 3d8 + 3 ⇒ (5, 7, 3) + 3 = 18 Display Evidence
The Red Raven finds a heavy pick that seems to have been used very recently. Hm...
Attempt to close the location. Summon and attempt to acquire Thundering Earthbreaker. Bury Ausio Carowyn to add 2d12
STR 15: 1d6 + 2d12 ⇒ (5) + (12, 6) = 23 Nice! Move to mountain
End turn
"
Hand: Fortune Teller, Blessing of Bastet, Thundering Earthbreaker, Evangelist, Serithtial, Mask of the Red Raven, Heister,
Displayed: Cockroach Coat, Red War Paint, The Lost Harrows, Clockwork Spy,
Kit: Shadowless Sword (Finesse), Captain's Cutlass (Finesse), Blackjack's Rapier,
Aric has the following scourges marked:Wounded:While Marked:
At the start of your turn, discard the top card of your deck.When you would heal any number of cards, you may remove this scourge instead.
Deck: 6 Discard: 7 Buried: 5
NOTES:
Available Support: Can discard card to allow reroll on failed local check to defeat monster or barrier (only as TRR)Evangelist: Recharge for +1d4 to local check
Bastet: Recharge to reroll 1 die. Bury to reroll all dice
Middle of Deck (Unknown Order): 0
Recharged: Heister, Lockpick Shield, Blessing of the Midnight Lord, Quick-Change Mask, Psychic Detective, Dreamstalker,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3
Favored Card: None
Favored Card: None
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck) ([X] or when a character encounters a villain or a henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand ([X] or the top card of your deck) with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire ([ ] or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([ ] If it is an ally that has Diplomacy in its check to acquire, draw it)[ooc]
===================================
THE RED RAVEN: SKILLS AND POWERS
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d4 ☐ +1
Hand Size: 4 ☐ 5 ☐ 6
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck) ([X] or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[ ]On your combat check, you may discard ([ ] or recharge) a card that has the Accessory or Clothing Trait or an armor to add 1d8 ([ ] 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier) you may discard a card to allow her to reroll the dice and take the new result
[ ]When a Villain escapes, you may move to a new location that was neither closed nor temporarily closed
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (12)
Random Card(s) Used: weapon 1
Additional Info 1: if close, check for evidence (evidences displayed: Cliff, Library, Cell)
Additional Info 2: Togomor defeated -> Semignatto and more monsters
Varian, Heggal - Location #3: Cell
Ukuja, Aric - Location #5: Mountain 5-9 remain
Location #6: Library 1-3 remain // 1: Sermignatto, 2: Giant Form, 3: Quickened Ray
Location #7: Base 1,2,4-8 remain // 1=Marcus Endrin, 2=Laori Vaus, 3=Sabina Merrin, 4=Krojun Eats-what-he-kills, 5=Grandmaster Boule

Ukuja the sailor |

Orison: When this is the hour: No effect.
start of turn survival check 4 +6 revealing Headband of Inspired Wisdom: 1d10 + 9 ⇒ (4) + 9 = 13
Leryn examines Mountain card 1: Palace Patrols. Place Cauterize in kit and draw Huntsman's Greatsword +2.
Ukuja moves to Library.
Skip free explore. Discard Elk to explore.
CotCT
Story Bane 6
Type: Monster
Traits:
Devil
Outsider
To Defeat:
Combat 28
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, each local character must attempt a Wisdom 13 check.
For each character that fails, a random local character suffers an amount of Combat damage equal to the number of weapons and Attack cards in the failing character's hand.
BYA wisdom 13 revealing Headband of Inspired Wisdom, aided by Aspect of the Bull, aided by Elk: 2d10 + 1d6 + 7 ⇒ (7, 6) + (2) + 7 = 22
combat 28 revealing Wendifisa Spear for survival, discarding Wendifisa Spear, freely reloading Returning Totem Spear, freely recharging Huntsman's Greatsword +2, revealing Headband of Inspired Wisdom, blessed by The Unicorn, aided by Aspect of the Bull, aided by Elk: 3d10 + 2d12 + 1d8 + 3d6 + 10 ⇒ (7, 5, 5) + (2, 7) + (8) + (3, 4, 1) + 10 = 52
Play FF7 victory music.

BR Yewstance |

COMPLETED SCENARIO 6B: Assault on Castle Korvosa
BOON ROLL: This scenario started and ended during OutPost, so each character should roll a 1d20, winning a new player boon on a 20.
BR Boon roll, Curse-6B: 1d20 ⇒ 2 -> Nope.
TIER PROGRESSION:
All characters gain a Hero Point, and may optionally expend it immediately to gain a feat of their choice.
Party -> Tier 6, 2XP
SCENARIO REWARD:
DEVELOPMENT:
In the seneschal’s chambers, you can see that the good works of Neolandus have been perverted to devilry. The new seneschal lies vanquished before you. The bloatmage Togomor, long used to using his blood for power, spies the last of his lifeblood running into the castle floor. A strange smile of relief spreads across his face, and he speaks a few dying words.
“Thank you... I have done... great wrongs in Korvosa... My mind was controlled... by a threefaced worm... the belier devil... Sermignatto... He is the one... with whom Queen Ileosa signed a... blood pact... in her quest to reawaken... the dragon Kazavon... Now I am finally...”
Gone. That’s what he is. He’s escaped one torment only to begin an eternity of another in Hell. You can’t be too sad about that.
Two floors into Castle Korvosa, you have beaten back the servants of Queen Ileosa. Now you clean your weapons and prepare for the final assault on the throne room one floor above. One way or another, your battle to save Korvosa ends today.
ACQUIRED CARDS:
Wolverine (Ally 3)
Jasan Adriel (Ally 4)
Hippogriff Fledgling (Ally 4)
Skoan-quah Boneslayer (Ally 4)
Pegg and Louie (Ally 5)
Formian Myrmidon (Ally 6)
Darb Tuttle (Ally 6)
Toff Ornelos (Ally 6)
Bearskin Armor (Armor 4)
Mantle of Life (Armor 5)
Greater Bolstering Armor (Armor 6)
Incitation (Blessing 0)
Gozreh's Growth (Blessing 1)
The Cyclone (Blessing 1)
Desna's Freedom (Blessing 1)
Iomedae's Justice (Blessing 1)
The Publican (Blessing 1)
The Cricket (Blessing 1)
Rovagug's Destruction (Blessing 2)
Old Deadeye (Blessing 3)
The Unicorn (Blessing 6) (Matching Harrow suit)
Silver War Paint (Item 4)
Dust of Revealing (Item 4)
Ring of Immolation (Item 5)
Staff of Greater Healing (Item 6)
Third Eye (Item 6)
Icy Prison (Spell 5)
Dominate (Spell 6)
Blackjack's Daggers (Weapon 4)
Thundering Earthbreaker (Weapon 4)
Deathbane Sling (Weapon 5)
Commander's Falchion (Weapon 6)

BR Yewstance |

SCENARIO 6C: Death to the Queen
Improbably, you have lain waste to the defenders on the first two floors of Castle Korvosa. Before you go upstairs to the treasonous Queen’s chambers, you take stock of your situation.
You have slain most of the murderous Red Mantis assassins, driving the remaining worshippers of Achaekek into the sewers.
You have destroyed the Queen’s new seneschal, the bloatmage Togomor, and banished his devils back to Hell.
You have broken the back of the Gray Maidens, leaving only those who stand with Queen Ileosa in her throne room.
You take a moment to look out a window onto North Castle Street below. The Sable Company rides its hippogriffs again under the command of Marcus Endrin, and is chasing down traitors in the streets. The Korvosan Guard has restored order to the plaza outside the castle and has torn down Ileosa’s savage
guillotine. The clerics of Abadar and Pharasma are united in healing the wounded and burying the slain. There is hope in the air.
You remember the moment you first met Queen Ileosa, then apparently a grieving widow who struggled with her husband’s death. “I love Korvosa,” she said, “as my husband did before me. I will not see his legacy destroyed, and I shall not see my city torn apart. You have done my heart a great service on this dark day, yet perhaps you can serve this city more.”
Perhaps you can.
The throne room is above you. At no time has the Queen shown her face during your assault. If the Queen is here, you have no sense if she knows you are as well. This is your chance. You must find her throne room as quickly as possible, for once the Queen notices your presence, the Crown of Fangs will come for you.
LOCATIONS:
1 - BASE
1 - BARRACKS
1 - CHAMBERS
1 - THRONE ROOM
2 - READING ROOM
3 - OUBLIETTE
4 - LIBRARY
THREAT LIST:
DURING THIS SCENARIO:
================================================
HARROWING:
CotCT Blessing 1
Traits: Harrow Suit: Crowns Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand. To Acquire: Charisma Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded. Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
CotCT Blessing 1
Traits: Harrow Suit: Crowns Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded. To Acquire: Charisma Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck. Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
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.
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.

BR Yewstance |

During This Adventure:
-When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.
-At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario:
Additional Rules: =
THREAT LIST:
Scenario Level (#): 6
Turn: 0, Ukuja/Bigguyinblack
Monsters
CotCT
Monster 5
Traits:
Undead
To Defeat:
Combat 20
THEN Combat 20
Immune to Mental and Poison.
Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
If undefeated, suffer the scourge Drained.
CotCT
Monster 5
Traits:
Plant
Veteran
To Defeat:
Combat 22
Immune to Mental and Poison.
Resistant to Acid and Electricity.
If you are at a Wild location, the difficulty to defeat is increased by #.
If undefeated, each local character suffers the scourge Entangled.
CotCT
Monster 4
Traits:
Demon
Outsider
To Defeat:
Combat 24
Immune to Electricity and Poison.
Before acting, each local character suffers 2 Acid Damage.
If undefeated, suffer the scourge Poisoned.
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.
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.
Barriers
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Constitution
Fortitude 13
OR Intelligence
Perception 15
When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.
Core
Barrier 1
Traits:
Obstacle
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
CotCT
Barrier 4
Traits:
Obstacle
Plant
To Defeat:
Intelligence
Knowledge 10
OR Wisdom
Survival 7
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
Weapons
CotCT
Weapon 6
Traits:
Electricity
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 16
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8.
If proficient, you may additionally discard to add another 1d8+6.
CotCT
Weapon 5
Traits:
2-Handed
Chain
Finesse
Magic
Melee
Piercing
To Acquire:
Strength
Acrobatics
Melee 15
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 5
Traits:
Bludgeoning
Magic
Ranged
Sling
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 6
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Charisma
Melee 15
For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
CotCT
Spell 5
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 10
When a local character defeats a monster that is not immune to Attack, display. While displayed:
* On your checks, add 1d4.
* At the end of the scenario, banish; if proficient, discard instead.
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.
CotCT
Spell 5
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 14
OR Wisdom
Divine 13
Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
Shuffle the location, then reload any set-aside cards into the location in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 or Divine 15 check to recharge it instead.
CotCT
Spell 6
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
At the start of your turn, choose 1. Until the start of the next turn:
* Your Strength, Dexterity, and Constitution skills are 1d12+2.
* Your hand size is 3.
* Your hand size is 7.
* Your hand size is 10.
* At the end of the scenario, banish; if proficient, discard 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.
Armors
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
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 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 2.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* On your combat or Diplomacy check, you may discard to add 1d10.
CotCT
Armor 5
Traits:
Heavy Armor
Loot
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Armor 5
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
Items
CotCT
Item 6
Traits:
Gambling
Harrow
Magic
Tool
To Acquire:
Intelligence
Knowledge 12
Display and choose any skill. While displayed:
* Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
* When you fail a check using that skill, bury this card.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 4
Display. While displayed:
* When you defeat a monster, after the encounter, you may discard a card to move.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Item 6
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 13
Display. While displayed:
* At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it.
* On your Perception check, you may freely draw this card to add 1d10.
* You may freely reload to ignore a power that happens when you examine a card.
CotCT
Item 4
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 13
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
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.
Allies
CotCT
Ally 5
Traits:
Sayona
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury An Ally 0
Display. While displayed:
* On local combat and Charisma checks, you may reroll a die.
* At the end of the turn, bury.
Banish to explore.
DURING RECOVERY
You may discard the bottom card of your deck to reload this card.
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 5
Traits:
Ghost
Harrow
Medium
Undead
To Acquire:
Wisdom
Divine 12
OR Bury A Harrow
Card 0
Display. While displayed:
* Harrow boons may be recharged instead of discarded.
* You may ignore powers that happen when you examine cards.
* At the end of the turn, bury.
Bury to explore; you may recharge a Harrow boon to reload instead.
Core
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 5
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, 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.
Blessings
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.
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 3
Traits:
Deity: Shelyn
Divine
When this is the hour: When you encounter a monster, you may evade it.
To Acquire:
Charisma
Divine 8
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
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: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Current Hour:
Traits:
To Acquire:
Hours Remaining: 0
[b]Hourglass
Location #1: Barracks
Urban
At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations' deck lists at the size built.
When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Location #2: Chambers
Underground
Urban
At This Location: When you fail to acquire a boon, shuffle it into its location.
When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Location #3: Throne Room
Urban
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: A local character summons and defeats the story bane Rioting Mob.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Location #4: 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
Location #5: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Location #6: Library
Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M: 1 Ba: 2 W: 0 Sp: 3 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Location #7: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 15
Located/Displayed Here: None

AAUGHWHY's PFSACG Aric/TRR |

Starting Location: Chambers
Starting Identity: Aric
Loot: Exchanging Masque for Ausio Carowyn. Exchanging Rapier for Serithtial. I am not taking Red War Paint.
Hand: Dreamstalker, Heister, Corrosive Backsword +4 (Finesse), Mask of the Red Raven, The Lost Harrows, Blessing of Zon-Kuthon, Ausio Carowyn,
Displayed:
"Kit: Fortune Teller, Isiem, Blessing of Bastet,
Aric has the following scourges marked:Wounded:"While Marked:
At the start of your turn, discard the top card of your deck.When you would heal any number of cards, you may remove this scourge instead.
Deck: 15 Discard: 0 Buried: 0
"NOTES:
Available Support: Can discard card to allow reroll on failed local check to defeat monster or barrier (only as TRR)Evangelist: Recharge for +1d4 to local check
Bastet: Recharge to reroll 1 die. Bury to reroll all dice"
Display The Lost Harrows selecting Fortitude
"
Hand: Dreamstalker, Heister, Corrosive Backsword +4 (Finesse), Mask of the Red Raven, Blessing of Zon-Kuthon, Ausio Carowyn,
Displayed: The Lost Harrows,
Kit: Fortune Teller, Isiem, Blessing of Bastet,
Aric has the following scourges marked:Wounded:While Marked:
At the start of your turn, discard the top card of your deck.When you would heal any number of cards, you may remove this scourge instead.
Deck: 15 Discard: 0 Buried: 0
NOTES:
Available Support: Can discard card to allow reroll on failed local check to defeat monster or barrier (only as TRR)Ausio: bury for +2d12 to local check to acquire.
Zon-Kuthon: +2 dice on CON or check has FinesseOther: The Lost Harrows: Fortitude
Middle of Deck (Unknown Order): Clockwork Spy, Serithtial, Blessing of the Ancients, Quick-Change Mask, Dandy Brute, Blessing of the Midnight Lord, Cockroach Coat, Shadowless Sword (Finesse), Silver War Paint, Mask of Stolen Mien, Evangelist, Vampiric Backsword +3 (Finesse), Glamered Leather Armor, Blessing of The Vaultmaster
Recharged: Lockpick Shield,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3
Favored Card: None
Favored Card: None
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck) ([X] or when a character encounters a villain or a henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand ([X] or the top card of your deck) with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire ([ ] or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([ ] If it is an ally that has Diplomacy in its check to acquire, draw it)[ooc]
===================================
THE RED RAVEN: SKILLS AND POWERS
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d4 ☐ +1
Hand Size: 4 ☐ 5 ☐ 6
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck) ([X] or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[ ]On your combat check, you may discard ([ ] or recharge) a card that has the Accessory or Clothing Trait or an armor to add 1d8 ([ ] 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier) you may discard a card to allow her to reroll the dice and take the new result
[ ]When a Villain escapes, you may move to a new location that was neither closed nor temporarily closed

Ukuja the sailor |

Trading Javelin out for Returning Totem Spear. Trading Arboreal Armor out for Moon Maiden Armor. And we will let the Guide rest for once. Cohorts will be Python and Giant Chameleon. Favorite card Weapons. Starting location Reading Room.
Hand: Pteranodon, Blessing of the Green Faith (1), Blackjack's Rapier, Cure, Blessing of Abadar, Blackjack's Gear, Fire Gecko, Huntsman's Greatsword +2, Returning Totem Spear,
Displayed: Giant Chameleon, Python,
"Current Location: Reading Room
"
Deck: 15 Discard: 0 Buried: 0
"NOTES:
Available Support: Folio reroll:Blessings are available for use.
Movement: Move me to Cell if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Blessing of Milani, Headband of Inspired Wisdom, Blessing of the Green Faith (2), Shadowcat, Blackjack's Daggers, Stone Axe +1, Aspect of the Bull, Call Animal, Dwarf Caiman, Moon Maiden Armor, Wendifisa Spear, Elk, Raise Animal , Belt of Physical Might (core), Druid of the Green Faith
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Hero Points: 2
Respect Points 9
Favored Card: Weapon or Ally
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ ☐
Proficiencies:
Ranged: Dexterity +2
Divine: Wisdom +1
Survival: Wisdom +3
From Blackjack Role Not active.
Acrobatics: Dexterity +3
Stealth: Dexterity +3
Diplomacy: Charisma +3
From Cohorts
POWERS:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter ([x] or to add 1d4 plus the discarded card's adventure deck number to your combat check)([x] or to your check to defeat a barrier).
[x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
(Boon) When Ukuja draws his starting hand he may draw a card then recharge a card.
Draw 3 cards: Blackjack's Daggers, Call Animal, Raise Animal. Place Blackjack's Rapier, Cure, and Blackjack's Daggers into kit. Draw 1 card: Belt of Physical Might (core) and recharge 1 card: Huntsman's Greatsword +2.
At the start of Varian's turn cast Call Animal for Shadocat. Display Blackjack's Gear. Auto recover Call Animal.[/ooc]
Hand: Raise Animal, Belt of Physical Might (core), Pteranodon, Shadowcat, Fire Gecko, Blessing of the Green Faith (1), Blessing of Abadar, Returning Totem Spear, The Marriage,
Displayed: Giant Chameleon, Python, Blackjack's Gear,
"Current Location: Reading Room
Kit: Blackjack's Rapier, Cure, Blackjack's Daggers, "
Deck: 12 Discard: 0 Buried: 0
"NOTES:
Available Support: Folio reroll:Blessings are available for use.
Shadowcat: Recharge this card to add your Wisdom or Survival skill (1d10 +7) to another character's combat check.
Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.
Blessing of Abadar: +2 dice vs barriers.
Returning Totem Spear: On a local combat check reload to add 1d8.
The Marriage: 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.
Movement: Move me to Cell if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Wendifisa Spear, Blessing of the Green Faith (2), Dwarf Caiman, Aspect of the Bull, Elk, Stone Axe +1, Moon Maiden Armor, Headband of Inspired Wisdom, Druid of the Green Faith, Blessing of Milani
Recharged: Huntsman's Greatsword +2, Call Animal,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Hero Points: 2
Respect Points 9
Favored Card: Weapon or Ally
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ ☐
Proficiencies:
Ranged: Dexterity +2
Divine: Wisdom +1
Survival: Wisdom +3
From Blackjack Role
Acrobatics: Dexterity +3
Stealth: Dexterity +3
Diplomacy: Charisma +3
From Cohorts
Fortitude: Constitution +2
Stealth: Dexterity +2
POWERS:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter ([x] or to add 1d4 plus the discarded card's adventure deck number to your combat check)([x] or to your check to defeat a barrier).
[x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
(Boon) When Ukuja draws his starting hand he may draw a card then recharge a card.

Varian 12789 |

Varian - CotCT-6C: Death to the Queen
Starting Location Throne Room
Loot
Will put Spellbook into box and put Zellara's Harrow Deck into deck
Will put Wayfarer into box and put Staff of Greater Necromancy into deck
Starting Hand - Favored Card Weapon or Spell (Choosing Weapon)
Will display Radovan on turn 1 after SOT
"
Hand: The Liar, Staff of Dark Flame, Blessing of the Seventh Veil, Rodrick, Oparal, Create Mindscape, Blessing of the Gods, Samisen of Oracular Vision, Ice Chemist,
Displayed: Radovan,
Deck: 13 Discard: 0 Buried: 0
Hero Points: 1 // Varian has the following scourges marked:Frightened:While Marked:
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.When your location is closed, you may remove this scourge.
NOTES:
Available Support: Blessings are available for use. (Osiris can be used to add d4 to healing check or cards shuffled into deck.)
Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
Movement: Order for my movement: Reading Room, Throne Room, Library, Chambers, Barracks, Base, Oubliette
Other: Loot Pref: Sp6
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Wisdom d6 ☑ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
Acrobatics: Dexterity +1
Arcane: Intelligence +2
Knowledge: Intelligence +2
Perception: Wisdom +1
SCION OF CHELIAX
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Arcane, Sword
POWERS:
On your check to recharge a spell, you automatically fail.
Before you reset, you may recharge an Arcane spell (☑ or 2 Arcane spells) (☐ or an ally that lists Diplomacy in its check to acquire) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4(☑+1). (☐ If the card you recharge is a Diplomacy or Finesse card, add its level.)
☑ At the start of your turn, you may draw up to # (☐+2) cards, then recharge that number of cards.
☐ On your check to acquire a Finesse or Magic boon (☐ or on your check that invokes Finesse or Poison), add 1d4.
☐ On another character’s check [ooc](☐ or your check), when you play an ally that would add 1 or more dice, you may add 1d12 instead of the normal dice.[/ooc]

Heggal - ACG kuey |

Heggal will start at #5: Oubliette
"
Hand: Burst of Glory, Vengeful Storm, Ring of Stony Flesh, Sklar-Quah Thundercaller, Lyrune-Quah Truthspeaker, Blessing of Abadar, Blessing of the Oathkeeper, The Theater,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: #5: Oubliette
Hero Points: 1
Tier.XP : 6.2
Respect : 4
Reroll Avail?: Yes
NOTES:
Available Support: Blessings: Use as needed
Burst of Glory: +1d6 vs local bane
Sklar-Quah Thundercaller: +1d6 all Str & Acrobatics
Lyrune-Quah Truthspeaker: +1d6 local Wis & Divine
Movement: If current location closes: #3: Cell
Middle of Deck (Unknown Order): Ruan Mirukova, Blessing of Cayden Cailean, Lookout, Ukwar Axe, Flaming Longsword +3, Evangelist, Chain Mail (Core), Blessing of Shizuru, Blessing of Angradd, Lyrune-Quah Moon Maiden, Righteousness, Grappler's Mask, Grayflame Mace +2, Kazavon's Shield
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☑ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Divine: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7 ☐ 8
Proficiencies:
Light Armors | Heavy Armors | ☑ Weapons
POWERS:
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☑+1)(☑+2) (☑+3) to your check.
☐ At the start of your turn, you may discard 1 ally then add 1 weapon (☐ or card) from your discard pile to your hand.
☐ When you play Blessing of Cayden Cailean, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.

BR Yewstance |

During This Adventure:
-When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.
-At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario:
Additional Rules: =
THREAT LIST:
Scenario Level (#): 6
Turn: 2, Heggal/kuey
Monsters
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
CotCT
Monster 6
Traits:
Undead
To Defeat:
Combat 26
Immune to Mental and Poison.
Before acting, each local character suffers Combat damage equal to the number of weapons and armors in their hand and displayed cards.
If undefeated, suffer the scourge Drained.
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
Monster 5
Traits:
Skeleton
Undead
To Defeat:
Combat 23
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
CotCT
Monster 6
Traits:
Outsider
To Defeat:
Combat 21
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
After the encounter, a random local character summons and encounters this monster.
Barriers
CotCT
Barrier 6
Traits:
Trap
Trigger
To Defeat:
Wisdom 15
OR Disable 13
When examined, move to this barrier's location and encounter it.
After acting, a random local character summons and encounters the danger.
If undefeated, each local character suffers the scourge Exhausted.
Core
Barrier 1
Traits:
Obstacle
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
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
Barrier 6
Traits:
Skirmish
To Defeat:
None 0
Roll 1d4. Each local character summons and encounters the corresponding story bane:
1. Bandit 3. Rescue 2. Cultist 4. Thug For each that is undefeated, bury a random supporter displayed next to any character. Then banish this barrier; it is defeated.
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
CotCT
Weapon 6
Traits:
2-Handed
Loot
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 18
For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.
CotCT
Weapon 6
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 17
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 2d4+3.
On a local combat check, freely reveal to add 1d4. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 5
Traits:
Bludgeoning
Fire
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.
CotCT
Weapon 6
Traits:
Axe
Loot
Magic
Melee
Slashing
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it.
Discard to explore. This exploration, on all checks against Undead banes, add 1d8.
CotCT
Weapon 6
Traits:
Fire
Magic
Melee
Ranged
Spear
To Acquire:
Strength
Melee
Ranged
Survival 16
For your combat check, reveal to use Strength, Melee, Ranged, or Survival + 2d8; you may remove 1d8 and the Fire trait. If proficient, you may discard a card to add another 1d8.
On a local combat check, freely discard to add 1d8 and the Fire trait.
You may use this power even if you have previously revealed this card on this check.
Spells
CotCT
Spell 5
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 14
For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
On a local check against a Lock or Obstacle barrier, banish to add 3d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 check to recharge it instead.
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
Spell 5
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 10
When a local character defeats a monster that is not immune to Attack, display. While displayed:
* On your checks, add 1d4.
* At the end of the scenario, banish; if proficient, discard instead.
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 4
Traits:
Arcane
Attack
Divine
Magic
Undead
To Acquire:
Intelligence
Arcane 11
OR Wisdom
Divine 13
For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 or Divine 15 check to recharge it instead.
Armors
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.
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 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 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
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 2.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* On your combat or Diplomacy check, you may discard to add 1d10.
Items
CotCT
Item 5
Traits:
Accessory
Fire
Magic
Veteran
To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9
When you suffer Cold damage, freely reveal to reduce it by 4.
On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.
CotCT
Item 6
Traits:
Gambling
Harrow
Magic
Tool
To Acquire:
Intelligence
Knowledge 12
Display and choose any skill. While displayed:
* Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
* When you fail a check using that skill, bury 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.
CotCT
Item 4
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 13
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
CotCT
Item 6
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 14
At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them.
Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters.
Allies
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 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 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 5
Traits:
Ghost
Harrow
Medium
Undead
To Acquire:
Wisdom
Divine 12
OR Bury A Harrow
Card 0
Display. While displayed:
* Harrow boons may be recharged instead of discarded.
* You may ignore powers that happen when you examine cards.
* At the end of the turn, bury.
Bury to explore; you may recharge a Harrow boon to reload instead.
Blessings
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.
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: 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.
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:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hour Power: On your check against a barrier, you may recharge a card to add your Intelligence die.
Current Hour:
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Hours Remaining: 29
Hourglass
The Winged Serpent
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
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.
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 Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
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.
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
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 Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
The Demon's Lantern
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
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.
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.
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.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
The Father of Creation
Core
Blessing 3
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
Craft
Divine 8
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
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.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Desna's Freedom
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.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Master of Masters
Core
Blessing 3
Traits:
Deity: Irori
Divine
When this is the hour: On your check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 8
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
The Inquisitor
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.
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.
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
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 Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
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 Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Location #1: Barracks
Urban
At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations' deck lists at the size built.
When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
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
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 5
Traits:
Ghoul
Undead
To Defeat:
Combat 20
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Divine Boon 0
Display. While displayed:
* On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
* At the end of the turn, banish.
Bury to explore; you may bury a Divine boon to reload instead.
CotCT
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
* When you suffer any damage, you may bury to reduce it to 0.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 12
On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.
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.
CotCT
Monster 5
Traits:
Trigger
Undead
To Defeat:
Combat 21
When examined, suffer 1d6 Force damage.
Immune to Mental and Poison.
Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage.
If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed.
CotCT
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
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.
Location #2: Chambers
Underground
Urban
At This Location: When you fail to acquire a boon, shuffle it into its location.
When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Aric/AAUGHWHY, None
CotCT
Spell 5
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 13
Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 15 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Attack
Cold
Divine
Magic
Veteran
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
CotCT
Barrier 5
Traits:
Curse
Trap
To Defeat:
Wisdom 13
OR Arcane
Divine 15
If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When you would explore, move to a random other location and explore it instead.
* When this location is closed, banish this barrier.
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
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 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
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.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Fortitude 10
Display. While displayed:
* When you suffer Combat or Force damage, reduce it by 1.
* When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
* When this card has 6 markers, bury it.
CotCT
Item 4
Traits:
Divine
Healing
Magic
Wand
To Acquire:
Wisdom
Divine 10
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
CotCT
Story Bane 6
Type: Monster
Traits:
Enchanter
Human
To Defeat:
Combat 17
Before acting, succeed at a Wisdom 13 check or reload all weapons, spells, armors, and Attack boons.
If undefeated, shuffle your deck, then uncheck Ishani Dhatri from your rallied supporters.
Location #3: Throne Room
Urban
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: A local character summons and defeats the story bane Rioting Mob.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Varian/Zalarian, None
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.
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
Monster 5
Traits:
Fire
Outsider
To Defeat:
Combat 20
Immune to Fire and Poison. All damage is Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
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
Ally 6
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 14
OR Banish A Harrow Card 0
Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
If the hour is a Harrow blessing, discard to draw it.
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
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 6
Traits:
Arcane
Attack
Divine
Loot
Magic
Staff
To Acquire:
Arcane
Divine 12
For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
If proficient, at the end of your turn, bury to heal 1d4+1 allies.
CotCT
Monster 5
Traits:
Undead
Zombie
To Defeat:
Combat 24
Immune to Cold, Electricity, Force, Mental, and Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
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.
Location #4: 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: Ukuja/Bigguyinblack, None
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
Ally 5
Traits:
Ghost
Undead
To Acquire:
Wisdom
Survival 13
OR Suffer The Scourge Frightened 0
When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.
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.
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
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.
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.
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
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
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
Spell 5
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 14
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 16 check to recharge it instead.
Location #5: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Heggal/kuey, None
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.
CotCT
Story Bane 6
Type: Monster
Traits:
Aristocrat
Bard
Human
Trigger
To Defeat:
Combat 22
When examined, shuffle this monster into a pile with a number of new blessings equal to the number of locations minus 1, then shuffle a card from the pile into each location.
Immune to Mental.
Before acting, each local character must succeed at Wisdom, Arcane, or Divine 10 check or shuffle a random card into their deck and move to a random location. If you move to another location, this monster is evaded.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Loot
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
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.
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
Monster 4
Traits:
Gargoyle
To Defeat:
Combat 21
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Wisdom
Disable
Perception 10
When examined, suffer the scourges Dazed, Drained, and Entangled.
If undefeated, suffer the scourges Dazed, Drained, and Entangled.
CotCT
Monster 5
Traits:
Hag
Outsider
To Defeat:
Combat 21
Immune to Cold and Fire. Resistant to Attack.
When you discard cards as damage, you must first choose items.
If undefeated, suffer the scourge Plagued.
CotCT
Ally 6
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 15
OR Arcane 13
On a local check that invokes the Magic trait, recharge to add 1d8.
Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6.
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+#.
Location #6: Library
Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M: 1 Ba: 2 W: 0 Sp: 3 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
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
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.
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.
Core
Item 2
Traits:
Arcane
Attack
Divine
Fire
Magic
Veteran
Wand
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 11
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
CotCT
Item 5
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
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
Barrier 6
Traits:
Skirmish
To Defeat:
None 0
Roll 1d6. Each local character summons and encounters the corresponding story bane:
1-2. Grey Maiden Guard 3-4. Red Mantis Assassin 5-6. Ileosa's Fury This barrier is defeated only if you defeat your encounter.
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.
CotCT
Spell 4
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 13
Display to move yourself together with any number of local characters, ignoring any movement restrictions.
You may not use this power during an encounter. While displayed:
* At the end of your turn, banish, and any number of local characters may move together.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 check to recharge it instead.
CotCT
Story Bane 6
Type: Monster
Traits:
Construct
To Defeat:
Combat 27
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers the scourge Drained.
If defeated, rally a supporter of level 5 or below.
Location #7: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 15
Located/Displayed Here: None
CotCT
Supporter 2
Traits:
Cleric
Human
Display. While displayed:
* On all checks against Undead banes, add 1d4.
* ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.
CotCT
Supporter 4
Traits:
Human
Skald
Display. While displayed:
* You may bury to examine all cards in a location, then shuffle the location.
* ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll.
CotCT
Supporter 5
Traits:
Human
Summoner
Display. While displayed:
* When a character encounters a summoned bane, you may bury to let that character evade it.
* ? On your checks against Outsider banes, add 1d4.
CotCT
Supporter 3
Traits:
Aristocrat
Human
Display. While displayed:
* You may bury to draw a new ally that lists Diplomacy in its check to acquire.
* ? On your check against a story bane, you may bury an ally to add 1d6.
CotCT
Supporter 1
Traits:
Human
Shaman
Display. While displayed:
* You may bury to heal a character 1d4+1 cards.
* ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
CotCT
Supporter 4
Traits:
Barbarian
Human
Display. While displayed:
* On any Strength check or any check against a monster, you may bury to add 1d10.
* ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards.
CotCT
Supporter 6
Traits:
Human
Ranger
Display. While displayed:
* You may bury to move any number of characters.
* ? On any combat check at a non-Underground location, you may bury to add 2d8.
What happens to me is of no concern. Ileosa must pay for what she has done to Korvosa.
CotCT
Supporter 3
Traits:
Cleric
Elf
Display. While displayed:
* After you discard cards as damage, you may draw a card.
* ? When you would fail your combat check, you may bury to add 1d8.
CotCT
Supporter 1
Traits:
Bard
Human
Display. While displayed:
* On any non-combat check, you may bury to add 1d4+#.
* ? You may bury to heal a character a card and/or remove a scourge from them.
CotCT
Supporter 0
Traits:
Human
Soldier
Display. While displayed:
* You may bury to draw a new weapon or armor.
* ? You may bury to draw a new Attack spell or Healing spell.
It breaks my heart to see Korvosa tear itself apart.
Heroes of your caliber are exactly what we need now.
CotCT
Supporter 6
Traits:
Human
Rogue
Display. While displayed:
* You may bury to examine the top card of a location; if it is a boon, draw it.
* ? On your check to acquire, you may bury a card to add 1d10.
CotCT
Supporter 1
Traits:
Aristocrat
Human
Display. While displayed:
* On any check to acquire, you may bury to add 1d6.
* ? You may bury to draw 2 new items, then banish 1 of them.
CotCT
Supporter 6
Traits:
Fighter
Human
Display. While displayed:
* On your checks against Gray Maiden cards, add 1d4.
* ? When a character suffers damage, you may bury to reduce it to 0.
CotCT
Supporter 2
Traits:
Cleric
Human
Display. While displayed:
* You may bury to heal each local character a card.
* You may bury to remove a scourge from each local character.
* ? You may bury to draw a new blessing.
CotCT
Supporter 1
Traits:
Expert
Human
Display. While displayed:
* On any combat check, after the roll, you may bury to add 1d6.
* ? On any combat check, you may bury to reroll.

Heggal - ACG kuey |

Out of Turn Updates: Nil
Turn Order: Heggal, Varian, Aric, Ukuja,
Turn: Turn 1: The Joke
Hour Power: On your check against a barrier, you may recharge a card to add your Intelligence die.
SOT: Nil
Give Card: Nil
Move: Stay at #5: Oubliette
Explore:
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.
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+## or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Reveal Lyrune-Quah Truthspeaker for +1d4+3
BYA:
Recharge Blessing of the Oathkeeper to bless twice
Combat DC6+12: 1d8 + 5 + 1d4 + 3 + 2d8 ⇒ (2) + 5 + (1) + 3 + (8, 4) = 23 ==> Success
Put Vengeful Storm into recovery for Divine+1d8+1d10+1d12.
Recharge Lyrune-Quah Truthspeaker for +1d6
Combat DC11+12: 1d8 + 4 + 1d8 + 1d10 + 1d12 + 1d6 ⇒ (3) + 4 + (7) + (4) + (5) + (4) = 27 ==> Defeated
Discard Blessing of Abadar to explore again.
CotCT
Story Bane 6
Type: Monster
Traits:
Aristocrat
Bard
Human
Trigger
To Defeat:
Combat 22
When examined, shuffle this monster into a pile with a number of new blessings equal to the number of locations minus 1, then shuffle a card from the pile into each location.
Immune to Mental.
Before acting, each local character must succeed at Wisdom, Arcane, or Divine 10 check or shuffle a random card into their deck and move to a random location. If you move to another location, this monster is evaded.
Reveal Sklar-Quah Thundercaller for +1d4+3
BYA: Divine DC10: 1d8 + 4 + 1d4 + 3 ⇒ (8) + 4 + (4) + 3 = 19 ==> Success
Reload Ring of Stony Flesh for +1d6
Display Burst of Glory for +1d6
Display Sklar-Quah Thundercaller for +1d6
Combat DC22: 1d8 + 5 + 1d6 + 1d6 + 1d6 + 1d4 + 3 ⇒ (5) + 5 + (4) + (2) + (5) + (4) + 3 = 28 ==> Defeated
Villain flees to ???
#5: Oubliette CLOSED!
Heggal moves to #6: Library
End Turn:
Examine the top card ==> #1: Eternal Glyphs. Not boon.
Burst of Glory: recharge random discard ==> Blessing of Abadar
Recharge Sklar-Quah Thundercaller
Recovery: Auto-fail ==> Discard Vengeful Storm, Burst of Glory
Reset hand.
Hand: Ring of Stony Flesh, Ukwar Axe, Evangelist, Grayflame Mace +2, Blessing of Cayden Cailean, Kazavon's Shield, Lookout, The Theater,
Displayed:
Deck: 12 Discard: 2 Buried: 0
Current Location: #6: Library
Hero Points: 1
Tier.XP : 6.2
Respect : 4
Reroll Avail?: Yes
NOTES:
Available Support: Blessings: Use as needed
Burst of Glory: +1d6 vs local bane
Sklar-Quah Thundercaller: +1d6 all Str & Acrobatics
Lyrune-Quah Truthspeaker: +1d6 local Wis & Divine
Movement: If current location closes: #3: Cell
Deck, Discard, Buried
Reloaded:
Middle of Deck (Unknown Order): Blessing of Shizuru, Blessing of Angradd, Chain Mail (Core), Grappler's Mask, Righteousness, Flaming Longsword +3, Lyrune-Quah Moon Maiden, Ruan Mirukova
Recharged: Blessing of the Oathkeeper, Lyrune-Quah Truthspeaker, Blessing of Abadar, Sklar-Quah Thundercaller,
Discard Pile:
Buried Pile:
Skills and Powers
SKILLS
Strength d8 ☑ +1 ☑ +2 ☑ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Divine: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7 ☐ 8
Proficiencies:
Light Armors | Heavy Armors | ☑ Weapons
POWERS:
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☑+1)(☑+2) (☑+3) to your check.
☐ At the start of your turn, you may discard 1 ally then add 1 weapon (☐ or card) from your discard pile to your hand.
☐ When you play Blessing of Cayden Cailean, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.

Ukuja the sailor |

Attempt to Guard. Summon blessing #1 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.
divine 8 aided by location: 1d10 + 6 ⇒ (8) + 6 = 14
Acquired and Reading Room guarded.

AAUGHWHY's PFSACG Aric/TRR |

When Heggal encounters Queen Ileosa, switch to TRR. Attempt to close
Stealth 11: 1d10 + 6 ⇒ (8) + 6 = 14

Varian 12789 |

Out of Turn Updates: Can attempt to Guard during Heggal's turn; Throne Room defeat Rioting Mob
Will display Create Mindscape at Throne Room
Will reload Radovan to take point to use Knowledge + 6
Charisma Check using Knowledge (INT) DC 6 with Harrow benefit (N/C): 1d12 + 6 + 6 + 1d4 + 1d4 ⇒ (4) + 6 + 6 + (3) + (1) = 20 Auto Success
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Turn Order: Heggal, Varian, Aric, Ukuja
Turn - Hour: 2 - Hourglass Card 1 Aric/AAUGHWHY
The Winged Serpent
Hour Rules: Your ranged check is blessed
SOT:
Draw #(6) Cards and recharge #(6) Cards
Draw: Radovan, Autumn Witch, Blessing of Osiris, Ice and Fire, Disintegrate, Volcanic Storm
Recharge: Volcanic Storm, Rodrick, The Liar, Oparal, Staff of Dark Flame, Blessing of Osiris
Will display Radovan
Give Card: None
Move: Stay at Throne
Explore: Throne Room Card 1: Giant Form
CotCT
Spell 4
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
Display next to a local character.
While displayed:
* This character's Strength and Constitution skills are 1d12+4.
* On this character's Strength checks, add 1d4.
* At the end of the turn, banish.
Create Mindscape adds d4
Arcane Check DC 12: 1d12 + 6 + 1d4 ⇒ (9) + 6 + (4) = 19 Success
Will recharge Samisen to examine next 3 cards of my location
Throne Room Card 2: Vortex of Madness TRIGGER..pausing examines
Encounter: Throne Room Card 2: Vortex of Madness
CotCT
Barrier 4
Traits:
Curse
Trigger
To Defeat:
Intelligence
Perception 11
OR Wisdom
Divine 13
When examined, encounter this barrier.
If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.
Create Mindscape adds d4
Will recharge Giant Form for Urban assistance to add 1d4+1
Intelligence Check DC 11: 1d12 + 4 + 1d4 + 1d4 + 1 ⇒ (8) + 4 + (4) + (2) + 1 = 19 Success
continuing examines with samisen...
Throne Room Card 3: Shining Child
Throne Room Card 4: Henchman Proxy A2 - Gray Maiden Guards
Will discard blessing of the Gods to explore
Encounter: Throne Room Card 3: Shining Child
CotCT
Monster 5
Traits:
Fire
Outsider
To Defeat:
Combat 20
Immune to Fire and Poison. All damage is Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
For BYA, will ask Ukuja to recharge blessing green faith
Will recharge Blessing of the Seventh Veil for Urban assistance to add 1d4+1
Constitution Check DC 8: 1d4 + 1d4 + 1d4 + 1 ⇒ (2) + (2) + (2) + 1 = 7 No Success; am dazed
Will use Ice & Fire and use create mindscape and reveal ice chemist
Arcane Check DC 11+6+6=23: 1d12 + 6 + 2d8 + 3 + 1d4 + 1d4 ⇒ (9) + 6 + (5, 2) + 3 + (2) + (3) = 30 Success
Varian ends his turn and examines top card of his location (Proxy A Gray Maiden). If Boon either bury a card or summon and encounter the danger
Varian attempts to recover all cards in his Recovery pile (except for arcane spells which are discarded).
Varian recharges spell(s) Ice & Fire and then resets his hand.
checks against Undead banes
The Harrow suit is Crowns.
Add 1d4 to Charisma non-combat checks.
When you play your harrow, you may draw a random ally from your discards.
At the end of your turn, examine the top card of your location; if you examine a boon, either bury a card or summon and encounter the danger.
"
Hand: Disintegrate, Ice Chemist, Autumn Witch, Life Drain, Magnetic Grimoire, Blessing of Master of Masters, Fire Snake, Eagle Aerie,
Displayed: Create Mindscape, Radovan,
Deck: 12 Discard: 1 Buried: 0
Hero Points: 1 // Varian has the following scourges marked:Frightened:While Marked:
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.When your location is closed, you may remove this scourge.
NOTES:
Available Support: Blessings are available for use. (Osiris can be used to add d4 to healing check or cards shuffled into deck.)
Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
Movement: Order for my movement: Reading Room, Throne Room, Library, Chambers, Barracks, Base, Oubliette
Other: Loot Pref: Sp6
Recharged: Volcanic Storm, Rodrick, The Liar, Oparal, Staff of Dark Flame, Blessing of Osiris, Samisen of Oracular Vision, Giant Form, Blessing of the Seventh Veil,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Wisdom d6 ☑ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
Acrobatics: Dexterity +1
Arcane: Intelligence +2
Knowledge: Intelligence +2
Perception: Wisdom +1
SCION OF CHELIAX
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Arcane, Sword
POWERS:
On your check to recharge a spell, you automatically fail.
Before you reset, you may recharge an Arcane spell (☑ or 2 Arcane spells) (☐ or an ally that lists Diplomacy in its check to acquire) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4(☑+1). (☐ If the card you recharge is a Diplomacy or Finesse card, add its level.)
☑ At the start of your turn, you may draw up to # (☐+2) cards, then recharge that number of cards.
☐ On your check to acquire a Finesse or Magic boon (☐ or on your check that invokes Finesse or Poison), add 1d4.
☐ On another character’s check [ooc](☐ or your check), when you play an ally that would add 1 or more dice, you may add 1d12 instead of the normal dice.[/ooc]
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Additional Info 1: EOT examine location; if boon, bury a card or summon danger.
Location #1: Barracks (Random 1-11) remain // 11=Bl or Villain
Aric - Location #2: Chambers 1-10 remain
Varian - Location #3: Throne Room 4-10 remain // 4=Proxy A Henchman
Ukuja - Location #4: Reading Room 1-10 remain
Heggal - Location #6: Library (Random 1-11) remain // 11=Bl or Villain
Location #7: Base 1-15 remain

AAUGHWHY's PFSACG Aric/TRR |

I never added The Tyrant into my hand. Its there now
Hour is Prayer: No Effect
Start of turn, stay as TRR. Exchange Fortune Teller in kit for Ausio
Move to Throne Room. End of move step examine top card of location: Grey Maiden Guard. Encounter her. On examine switch to Aric.
Aric knows a thing or two about rallying people during a revolt and sees the tumult surrounding the Throne Room as an opportunity. He starts with the Card 1: Grey Maiden Guard stationed there.
Diplomacy 12: 1d10 + 1d4 + 7 ⇒ (8) + (2) + 7 = 17
With her on their side, he turns to the gathering Rioting Mob Summon and encounter Rioting Mob to close
Diplomacy 12: 1d10 + 1d4 + 7 ⇒ (10) + (2) + 7 = 19
He tells the mob to disperse into the city and rally the rest of the citizens against the treacherous queen. Even if their mission to eliminate her fails, an entire city organized against a common enemy is a very powerful backup plan. Throne Room is closed. I move back to Chambers and Varian moves to Reading Room
Still end of move step, reveal Fortune Teller declaring Boon - Chambers Card 1: Breath of Life. Encounter it, but can't acquire. It shuffles back in.
Taking Free Explore, Random Card: 1d10 ⇒ 1 Breath of Life again; still can't acquire it.
Discard BoZon-Kuthon to explore again: 1d10 ⇒ 5
Aric finds Card 5: Jasan Adriel in the chambers. Great minds really do think alike.
Diplomacy 11: 1d10 + 1d4 + 7 ⇒ (2) + (4) + 7 = 13 On acquire, examine top card of location
Random Card: 1d10 ⇒ 2 Ice Strike
end of turn, examine top card of my location: Ice Strike. Summon and Encounter Danger: Gray Maiden Guard. On examine, exchange Ausio in kit with fortune teller
Diplomacy 12: 1d10 + 1d4 + 7 ⇒ (6) + (1) + 7 = 14
End turn
"
Hand: Corrosive Backsword +4 (Finesse), Mask of the Red Raven, Dreamstalker, Heister, Jasan Adriel, Ausio Carowyn, The Tyrant,
Displayed: The Lost Harrows,
Kit: Fortune Teller, Isiem, Blessing of Bastet,
Deck: 15 Discard: 1 Buried: 0
NOTES:
Available Support: Can discard card to allow reroll on failed local check to defeat monster or barrier (only as TRR)Ausio: bury for +2d12 to local check to acquire.
Zon-Kuthon: +2 dice on CON or check has FinesseOther: The Lost Harrows: Fortitude
Middle of Deck (Unknown Order): Evangelist, Serithtial, Glamered Leather Armor, Mask of Stolen Mien, Vampiric Backsword +3 (Finesse), Cockroach Coat, Shadowless Sword (Finesse), Dandy Brute, Blessing of the Midnight Lord, Quick-Change Mask, Silver War Paint, Clockwork Spy, Blessing of the Ancients, Blessing of The Vaultmaster
Recharged: Lockpick Shield,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3
Favored Card: None
Favored Card: None
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck) ([X] or when a character encounters a villain or a henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand ([X] or the top card of your deck) with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire ([ ] or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([ ] If it is an ally that has Diplomacy in its check to acquire, draw it)[ooc]
===================================
THE RED RAVEN: SKILLS AND POWERS
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d4 ☐ +1
Hand Size: 4 ☐ 5 ☐ 6
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck) ([X] or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[ ]On your combat check, you may discard ([ ] or recharge) a card that has the Accessory or Clothing Trait or an armor to add 1d8 ([ ] 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier) you may discard a card to allow her to reroll the dice and take the new result
[ ]When a Villain escapes, you may move to a new location that was neither closed nor temporarily closed
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Ukuja: Blessing of the Green Faith
Additional Info 1: EOT examine location; if boon, bury a card or summon danger.
Location #1: Barracks (Random 1-11) remain // 11=Bl or Villain
Aric - Location #2: Chambers 2, (1, 3-4, 6-10 Random) remain // 2=Ice Strike 1=Breath of Life
Ukuja, Varian - Location #4: Reading Room 1-10 remain
Heggal - Location #6: Library (Random 1-11) remain // 11=Bl or Villain
Location #7: Base 1-15 remain

Ukuja the sailor |

Prayer When this is the hour: No effect.
Place Returning Totem Spear into kit. Draw Cure from kit.
Ukuja will move to Base.
Free explore. Draw 1. Keppira D'bear, 2. Truthspeaker Akram, 3. Shadowcount Sial, 4. Neolandus Kalepopolis, 5. Thousand Bones, 6. Krojun Eats-what-he-kills. Keep and display Neolandus Kalepopolis and draw a card: Blessing of the Green Faith (2). Bury Neolandus Kalepopolis to draw Risibeth from an earlier update.
Discard Fire Gecko to explore. Draw 1. Keppira D'bear, 2. Truthspeaker Akram, 3. Shadowcount Sial, 5. Thousand Bones, 6. Krojun Eats-what-he-kills, 7. Marcus Endrin. Keep and display Keppira D'bear and draw a card: Moon Maiden Armor. Display Moon Maiden Armor.
Cast Raise Animal to draw Fire Gecko. Discard Fire Gecko to explore. Draw 2. Truthspeaker Akram, 3. Shadowcount Sial, 5. Thousand Bones, 6. Krojun Eats-what-he-kills, 7. Marcus Endrin, 8. Laori Vaus. Keep and display Shadowcount Sial and draw a card: Aspect of the Bull. Display Aspect of the Bull.
Send Risibeth to recovery to explore. Draw 2. Truthspeaker Akram, 5. Thousand Bones, 6. Krojun Eats-what-he-kills, 7. Marcus Endrin, 8. Laori Vaus, 9. Trinia Sabor. Keep and display Trinia Sabor and draw a card: Stone Axe +1.
Discard The Healing Light to explore. Draw 2. Truthspeaker Akram, 5. Thousand Bones, 6. Krojun Eats-what-he-kills, 7. Marcus Endrin, 8. Laori Vaus, 10.Cressida Kroft. Keep and display Cressida Kroft and draw a card: Elk. Bury Cressida Kroft to draw an attack spell: Random spell #1 Disintegrate. (Missing the Attack trait in the DB.)
Discard Elk to explore. Draw 2. Truthspeaker Akram, 5. Thousand Bones, 6. Krojun Eats-what-he-kills, 7. Marcus Endrin, 8. Laori Vaus, 11. Grandmaster Boule. Keep and display Thousand Bones and draw a card: Blessing of Milani.
Discard Blessing of Milani to explore. Draw 2. Truthspeaker Akram, 6. Krojun Eats-what-he-kills, 7. Marcus Endrin, 8. Laori Vaus, 11. Grandmaster Boule, 12. Amin Jalento. Keep and display Amin Jalento and draw a card: Headband of Inspired Wisdom. Bury Amin Jalento to draw random items #1 and #2. Keep #2 The Lost Harrows
Discard Blessing of Abadar to explore. Draw 2. Truthspeaker Akram, 6. Krojun Eats-what-he-kills, 7. Marcus Endrin, 8. Laori Vaus, 11. Grandmaster Boule, 13. Sabina Merrin. Keep and display Sabina Merrin and draw a card: Wendifisa Spear.
Discard Blessing of the Green Faith (2) to explore. Draw 2. Truthspeaker Akram, 6. Krojun Eats-what-he-kills, 7. Marcus Endrin, 8. Laori Vaus, 11. Grandmaster Boule, 14. Ishani Dhatri. Keep and display Ishani Dhatri and draw a card: Druid of the Green Faith. Bury Ishani Dhatri to draw random blessing #2 Shelyn's Song
Ukuja rides his Pteranodon to Reading Room.
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.
Divine 5 auto acquire. Discard Druid of the Green Faith to draw Fire Gecko and explore.
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Wisdom
Survival 13
OR Suffer The Scourge Frightened 0
When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.
Survival 13 casting Enhance for Wisdom, revealing Headband of Inspired Wisdom: 1d10 + 16 ⇒ (2) + 16 = 18
Discard The Marriage drawing a random ally from discards: Druid of the Green Faith and explore.
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.
Banish it. Discard Druid of the Green Faith to draw Elk and explore.
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
Dexterity 12 displaying The Lost Harrows (Dexterity), reveal Belt of Physical Might (core): 1d12 + 1d4 + 3 ⇒ (7) + (4) + 3 = 14
Bury Thousand Bones to heal: 1d4 + 1 ⇒ (4) + 1 = 5
Discard The Real Rabbit Prince to explore.
The Real Rabbit Prince goes into?: 1d4 ⇒ 3 Ukuja's discard pile.
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.
combat 11 +6 +6 revealing Wendifisa Spear for survival, blessed by The Real Rabbit Prince, aided by Enhance, revealing Headband of Inspired Wisdom: 2d10 + 1d12 + 17 ⇒ (3, 2) + (7) + 17 = 29
AYA fire dmg: 1d4 - 1 ⇒ (3) - 1 = 2
reveal Pegg and Louie to reduce dmg by: 1d6 ⇒ 6
Discard Stone Axe +1 to the 1 mental dmg. Discard Elk to explore.
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.
Auto acquire. Discard Shelyn's Song to explore.
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.
fortitude 7 revealing Belt of Physical Might (core): 1d6 + 1d4 + 2 ⇒ (3) + (1) + 2 = 6
Discard Fire Gecko to explore.
Story Bane Monster 2
Traits:
Human
Fighter
Gray Maiden
Veteran
Check:
Combat
11+##
OR
Charisma
Diplomacy
6+#
Powers:
If undefeated, shuffle a new barrier into your location.
combat 11 +6 +6 revealing Wendifisa Spear for survival, aided by Fire Gecko, aided by Enhance, revealing Headband of Inspired Wisdom, aided by Sabina Merrin: 1d10 + 1d12 + 2d4 + 17 ⇒ (4) + (3) + (3, 1) + 17 = 28
Summon and encounter random blessing #3 to close.
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.
Harrow blessing so auto acquire. On close heal Blessing of the Green Faith (2). Move to Chambers.
cure targeting self: 1d4 + 1 ⇒ (1) + 1 = 2
End of turn examine top card of Chambers: Card #2 Ice Strike. Summon Gray Maiden Guards then evade with Giant Chameleon.
Elk is recharged from discard. During Recovery discard top of deck to reload Risibeth.
Ukuja ends their turn.
Ukuja attempts to recover all cards in their Recovery pile.
Raise Animal: Divine 12: 1d10 + 7 ⇒ (3) + 7 = 10 -> Raise Animal discarded.
Cure: Divine 8: 1d10 + 7 ⇒ (1) + 7 = 8 -> Cure recharged.
Enhance: Divine 7: 1d10 + 7 ⇒ (9) + 7 = 16 -> Enhance recharged.
Ukuja resets their hand.
Hand: Wendifisa Spear, Disintegrate, Belt of Physical Might (core), Headband of Inspired Wisdom, Shadowcat, Pegg and Louie, The Mute Hag, Risibeth, Orison,
Displayed: Giant Chameleon, Python, Blackjack's Gear, Keppira D'bear, Moon Maiden Armor, Shadowcount Sial, Aspect of the Bull, Trinia Sabor, The Lost Harrows, Sabina Merrin,
"Current Location: Chambers
Kit: Blackjack's Rapier, Returning Totem Spear, Blackjack's Daggers, "
Deck: 14 Discard: 5 Buried: 0
"NOTES:
Available Support: Folio reroll:Risibeth: Display. While displayed: On local combat and Charisma checks, you may reroll a die. At the end of the turn, bury.
The Lost Harrows: Dexterity 1d12 +3 (+6 when hour is harrow)
Keppira D'bear: * On all checks against Undead banes, add 1d4.
Shadowcount Sial: * When a character encounters a summoned bane, you may bury to let that character evade it.
Trinia Sabor: * On any non-combat check, you may bury to add 1d4+#.
Sabina Merrin: * On your checks against Gray Maiden cards, add 1d4.
* When a character suffers damage, you may bury to reduce it to 0.Blessings are available for use.
Orison: On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Shadowcat: Recharge this card to add your Wisdom or Survival skill (1d10 +7) to another character's combat check.
The Mute Hag: Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Pegg and Louie: When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
Movement: Move me to Cell if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Blessing of the Green Faith (2), Call Animal, Fire Gecko, Blessing of the Green Faith (1), Pteranodon, Blessing of Milani, Shelyn's Song, Huntsman's Greatsword +2, Blessing of Abadar, The Marriage, Dwarf Caiman
Recharged: Elk, Cure, Enhance,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Hero Points: 2
Respect Points 9
Favored Card: Weapon or Ally
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ ☐
Proficiencies:
Ranged: Dexterity +2
Divine: Wisdom +1
Survival: Wisdom +3
From Blackjack Role
Acrobatics: Dexterity +3
Stealth: Dexterity +3
Diplomacy: Charisma +3
From Cohorts
Fortitude: Constitution +2
Stealth: Dexterity +2
POWERS:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter ([x] or to add 1d4 plus the discarded card's adventure deck number to your combat check)([x] or to your check to defeat a barrier).
[x] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
(Boon) When Ukuja draws his starting hand he may draw a card then recharge a card.
Base: Acquired 1. Keppira D'bear, 3. Shadowcount Sial, 4. Neolandus Kalepopolis, 5. Thousand Bones, 9. Trinia Sabor, 10. Cressida Kroft, 12. Amin Jalento, 13. Sabina Merrin, 14. Ishani Dhatri
Acquired Risibeth, Random spell #1 Disintegrate, random item #2 The Lost Harrows, Random blessings #2 Shelyn's Song and #3 The Mute Hag.
Acquired Reading Room cards 1, 2, 4, and 6. Reading Room is closed.
Ukuja is at Chambers.

BR Yewstance |

During This Adventure:
-When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.
-At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario:
Additional Rules: =
THREAT LIST:
Scenario Level (#): 6
Turn: 5, Varian/Zalarian
Monsters
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.
CotCT
Monster 5
Traits:
Undead
To Defeat:
Combat 22
Immune to Mental and Poison.
Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.
CotCT
Monster 4
Traits:
Demon
Outsider
To Defeat:
Combat 24
Immune to Electricity and Poison.
Before acting, each local character suffers 2 Acid Damage.
If undefeated, suffer the scourge Poisoned.
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
Monster 5
Traits:
Plant
Veteran
To Defeat:
Combat 22
Immune to Mental and Poison.
Resistant to Acid and Electricity.
If you are at a Wild location, the difficulty to defeat is increased by #.
If undefeated, each local character suffers the scourge Entangled.
Barriers
CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Wisdom
Disable
Perception 10
When examined, suffer the scourges Dazed, Drained, and Entangled.
If undefeated, suffer the scourges Dazed, Drained, and Entangled.
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
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Constitution
Fortitude 13
OR Intelligence
Perception 15
When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.
CotCT
Barrier 4
Traits:
Obstacle
Plant
To Defeat:
Intelligence
Knowledge 10
OR Wisdom
Survival 7
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
CotCT
Barrier 6
Traits:
Skirmish
To Defeat:
None 0
Roll 1d4. Each local character summons and encounters the corresponding story bane:
1. Bandit 3. Rescue 2. Cultist 4. Thug For each that is undefeated, bury a random supporter displayed next to any character. Then banish this barrier; it is defeated.
Weapons
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 4
Traits:
Blackjack
Finesse
Loot
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
CotCT
Weapon 6
Traits:
Axe
Loot
Magic
Melee
Slashing
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it.
Discard to explore. This exploration, on all checks against Undead banes, add 1d8.
CotCT
Weapon 6
Traits:
2-Handed
Loot
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 18
For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Ranged
Slashing
To Acquire:
Strength
Dexterity
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
You may use this power even if you have previously revealed this card on this check.
Spells
CotCT
Spell 6
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 14
For your combat check against a non-Incorporeal, non-Ooze monster, banish to use Arcane or Divine + 2d12; ignore the monster's after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 16 check to recharge it instead.
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.
CotCT
Spell 5
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 14
OR Wisdom
Divine 13
Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
Shuffle the location, then reload any set-aside cards into the location in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 or Divine 15 check to recharge it instead.
CotCT
Spell 6
Traits:
Arcane
Divine
Loot
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 16
Display. While displayed:
* On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 17 check to recharge it instead.
CotCT
Spell 6
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
At the start of your turn, choose 1. Until the start of the next turn:
* Your Strength, Dexterity, and Constitution skills are 1d12+2.
* Your hand size is 3.
* Your hand size is 7.
* Your hand size is 10.
* At the end of the scenario, banish; if proficient, discard instead.
Armors
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
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 6
Traits:
Loot
Magic
Offhand
Shield
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 2.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* On your combat or Diplomacy check, you may discard to add 1d10.
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 6
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9
When you suffer Acid, Cold, Electricity, or Fire damage, reveal to reduce it by 4.
CotCT
Item 6
Traits:
Alchemical
Attack
Bludgeoning
Fire
Liquid
Ranged
To Acquire:
Intelligence
Craft 14
For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8.
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits.
DURING RECOVERY
If proficient, you may succeed at a Craft 16 check to recharge this card.
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 6
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 13
Display. While displayed:
* At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it.
* On your Perception check, you may freely draw this card to add 1d10.
* You may freely reload to ignore a power that happens when you examine a card.
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.
Allies
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 5
Traits:
Arcane
Eidolon
Outsider
Promo
To Acquire:
Arcane
Divine 13
On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word bury in this power as 'discard.'
Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.
CotCT
Ally 6
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 14
OR Banish A Harrow Card 0
Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
If the hour is a Harrow blessing, discard to draw it.
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.
Core
Ally 0
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 5
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
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.
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
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.
Hour Power: After your exploration, you may move to a random location.
Current Hour:
Core
Blessing 3
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: After your exploration, you may move to a random location.
To Acquire:
Charisma
Divine
Fortitude 8
On another local character's check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
Hours Remaining: 26
Hourglass
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 Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
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.
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
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 Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
The Demon's Lantern
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
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.
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.
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.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
The Father of Creation
Core
Blessing 3
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
Craft
Divine 8
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
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.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Desna's Freedom
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.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Master of Masters
Core
Blessing 3
Traits:
Deity: Irori
Divine
When this is the hour: On your check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 8
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
The Inquisitor
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.
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.
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
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 Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
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 Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Location #1: Barracks
Urban
At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations' deck lists at the size built.
When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Divine Boon 0
Display. While displayed:
* On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
* At the end of the turn, banish.
Bury to explore; you may bury a Divine boon to reload instead.
CotCT
Monster 5
Traits:
Trigger
Undead
To Defeat:
Combat 21
When examined, suffer 1d6 Force damage.
Immune to Mental and Poison.
Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage.
If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 12
On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.
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
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.
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
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
* When you suffer any damage, you may bury to reduce it to 0.
CotCT
Story Bane 6
Type: Monster
Traits:
Aristocrat
Bard
Human
Trigger
To Defeat:
Combat 22
When examined, shuffle this monster into a pile with a number of new blessings equal to the number of locations minus 1, then shuffle a card from the pile into each location.
Immune to Mental.
Before acting, each local character must succeed at Wisdom, Arcane, or Divine 10 check or shuffle a random card into their deck and move to a random location. If you move to another location, this monster is evaded.
CotCT
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Monster 5
Traits:
Ghoul
Undead
To Defeat:
Combat 20
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
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.
Location #2: Chambers
Underground
Urban
At This Location: When you fail to acquire a boon, shuffle it into its location.
When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Aric/AAUGHWHY, Ukuja/Bigguyinblack, None
CotCT
Spell 3
Traits:
Arcane
Attack
Cold
Divine
Magic
Veteran
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
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
Barrier 5
Traits:
Curse
Trap
To Defeat:
Wisdom 13
OR Arcane
Divine 15
If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When you would explore, move to a random other location and explore it instead.
* When this location is closed, banish this barrier.
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.
CotCT
Story Bane 6
Type: Monster
Traits:
Enchanter
Human
To Defeat:
Combat 17
Before acting, succeed at a Wisdom 13 check or reload all weapons, spells, armors, and Attack boons.
If undefeated, shuffle your deck, then uncheck Ishani Dhatri from your rallied supporters.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Fortitude 10
Display. While displayed:
* When you suffer Combat or Force damage, reduce it by 1.
* When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
* When this card has 6 markers, bury it.
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
CotCT
Item 4
Traits:
Divine
Healing
Magic
Wand
To Acquire:
Wisdom
Divine 10
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
CotCT
Spell 5
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 13
Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 15 check to recharge it instead.
Location #6: Library
Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M: 1 Ba: 2 W: 0 Sp: 3 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Heggal/kuey, Varian/Zalarian, None
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
Item 2
Traits:
Arcane
Attack
Divine
Fire
Magic
Veteran
Wand
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 11
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
CotCT
Story Bane 6
Type: Monster
Traits:
Construct
To Defeat:
Combat 27
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers the scourge Drained.
If defeated, rally a supporter of level 5 or below.
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
Spell 4
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 13
Display to move yourself together with any number of local characters, ignoring any movement restrictions.
You may not use this power during an encounter. While displayed:
* At the end of your turn, banish, and any number of local characters may move together.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 check to recharge it instead.
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.
CotCT
Item 5
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
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.
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
Barrier 6
Traits:
Skirmish
To Defeat:
None 0
Roll 1d6. Each local character summons and encounters the corresponding story bane:
1-2. Grey Maiden Guard 3-4. Red Mantis Assassin 5-6. Ileosa's Fury This barrier is defeated only if you defeat your encounter.
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.
Location #7: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 6
Located/Displayed Here: None
CotCT
Supporter 4
Traits:
Human
Skald
Display. While displayed:
* You may bury to examine all cards in a location, then shuffle the location.
* ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll.
CotCT
Supporter 4
Traits:
Barbarian
Human
Display. While displayed:
* On any Strength check or any check against a monster, you may bury to add 1d10.
* ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards.
CotCT
Supporter 6
Traits:
Human
Ranger
Display. While displayed:
* You may bury to move any number of characters.
* ? On any combat check at a non-Underground location, you may bury to add 2d8.
What happens to me is of no concern. Ileosa must pay for what she has done to Korvosa.
CotCT
Supporter 3
Traits:
Cleric
Elf
Display. While displayed:
* After you discard cards as damage, you may draw a card.
* ? When you would fail your combat check, you may bury to add 1d8.
CotCT
Supporter 6
Traits:
Human
Rogue
Display. While displayed:
* You may bury to examine the top card of a location; if it is a boon, draw it.
* ? On your check to acquire, you may bury a card to add 1d10.
CotCT
Supporter 1
Traits:
Expert
Human
Display. While displayed:
* On any combat check, after the roll, you may bury to add 1d6.
* ? On any combat check, you may bury to reroll.

Heggal - ACG kuey |

Out of Turn Updates: Nil
Turn Order: Heggal, Varian, Aric, Ukuja,
Turn: Turn 5: The Lucky Drunk
Hour Power: After your exploration, you may move to a random location.
SOT: Nil
Give Card: Nil
Move: Move to #2: Chambers
Explore:
CotCT
Spell 3
Traits:
Arcane
Attack
Cold
Divine
Magic
Veteran
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
Reveal Lookout for +1d4+3
Divine DC12: 1d8 + 4 + 1d4 + 3 ⇒ (3) + 4 + (2) + 3 = 12 ==> Acquired
Discard Blessing of Cayden Cailean to explore again.
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.
Reveal Lookout for +1d4+3
Reveal Evangelist for +1
BYA: Constitution DC8: 1d6 + 1d4 + 3 + 1 ⇒ (1) + (1) + 3 + 1 = 6 Use folio reroll on 1d6
BYA: Constitution DC8: 1d6 + 1 + 3 + 1 ⇒ (1) + 1 + 3 + 1 = 6 Sigh. And I can't reduce this damage because of the monster power
1 Poison Damage ==> Discard Ukwar Axe
Suffer Poison Scourge
Reveal Grayflame Mace +2 for Melee+1d8+2; recharge Ice Strike for +Divine
Reveal Evangelist for +1
Combat DC18: 1d8 + 5 + 1d8 + 2 + 1d8 + 4 + 1d4 + 3 + 1 ⇒ (1) + 5 + (1) + 2 + (6) + 4 + (2) + 3 + 1 = 25 ==> Defeated
Discard The Theater to examine and explore again.
CotCT
Barrier 5
Traits:
Curse
Trap
To Defeat:
Wisdom 13
OR Arcane
Divine 15
If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When you would explore, move to a random other location and explore it instead.
* When this location is closed, banish this barrier.
Reveal Lookout for +1d4+3
Recharge Evangelist for +1d6
Divine DC15: 1d8 + 4 + 1d6 + 1d4 + 3 ⇒ (1) + 4 + (2) + (2) + 3 = 12 Spend 1 Hero Point (1 to 0) to reroll
Divine DC15: 1d8 + 4 + 1d6 + 1d4 + 3 ⇒ (8) + 4 + (6) + (4) + 3 = 25 ==> Defeated
End Turn:
Examine top card ==> #4: Foes On All Sides, not boon
Reset hand.
Poisoned: Recharge random card ==> Ruan Mirukova
Drew Chain Mail (Core); Display at next SoT.
"
Hand: Grayflame Mace +2, Kazavon's Shield, Ring of Stony Flesh, Lookout, Righteousness,
Displayed: Chain Mail (Core),
Deck: 12 Discard: 5 Buried: 0
Current Location: #2: Chambers
Hero Points: 0
Tier.XP : 6.2
Reroll Avail?: No // Heggal (Life of the Party) has the following scourges marked:Poisoned:While Marked:
After you reset, recharge a random card.When you would heal any number of cards, you may remove this scourge instead.
NOTES:
Available Support: Blessings: Use as needed
Lookout: +1d6 Perception
Movement: If current location closes: #6: Library
Middle of Deck (Unknown Order): Flaming Longsword +3, Grappler's Mask, Blessing of Angradd, Lyrune-Quah Moon Maiden, Blessing of Shizuru
Recharged: Blessing of the Oathkeeper, Lyrune-Quah Truthspeaker, Blessing of Abadar, Sklar-Quah Thundercaller, Ice Strike, Evangelist, Ruan Mirukova,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☑ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Divine: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7 ☐ 8
Proficiencies:
Light Armors | Heavy Armors | ☑ Weapons
POWERS:
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (☐+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (☑+1)(☑+2) (☑+3) to your check.
☐ At the start of your turn, you may discard 1 ally then add 1 weapon (☐ or card) from your discard pile to your hand.
☐ When you play Blessing of Cayden Cailean, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Heggal: Poisoned.
Notes for Ukuja: Blessing of the Green Faith
Additional Info 1: EOT examine location; if boon, bury a card or summon danger.
Location #1: Barracks 1-11 remain // ?=Bl or Villain
Aric, Ukuja, Heggal - Location #2: Chambers 4-9 remain // 4=Foes On All Sides ?=Breath of Life
Varian - Location #6: Library 1-11 remain // 1=Eternal Glyphs ?=Bl or Villain
Location #7: Base 1-6 remain // 1=Truthspeaker Akram 2=Krojun Eats-what-he-kills 3=Marcus Endrin 4=Laori Vaus 5=Grandmaster Boule

Varian 12789 |

Out of Turn Updates: Create Mindscape is discarded from Aric's turn; frightened is removed due to location closing
Turn Order: Heggal, Varian, Aric, Ukuja
Turn - Hour: 6 - Hourglass Card 1 Heggal/kuey Pharasma's Knowing
Hour Rules: On your check against an Undead card, add 1d6.
SOT:
Draw #(6) Cards and recharge #(6) Cards
Draw: Crystal Ball
i1Zellara's Harrow Deck
Staff of Greater Necromancy
Volcanic Storm
Rodrick
The Liar
Recharge: Staff of Greater Necromancy
Disintegrate
Ice Chemist
Eagle Aerie
Life Drain
Autumn Witch
Give Card: None
Move: Stay at Library
Location Powers: On your check against a spell or a Book boon, add 1d6.
Eternal Glyphs
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Intelligence
Knowledge 13
OR Disable 12
If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
Then reload this barrier into its location.
Will reload Radovan to deal with trap
Disable Check using Knowledge (INT) DC 12: 1d12 + 6 + 6 ⇒ (2) + 6 + 6 = 14 Auto Success
Will discard crystal ball to examine 3, reorder, and explore
put in the following order:
Library Card 3: Akaruzug
Library Card 2: Wand of Flame
Library Card 4: Cytillipede
Explore: Library Card 3: Akaruzug
CotCT
Story Bane 6
Type: Monster
Traits:
Construct
To Defeat:
Combat 27
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers the scourge Drained.
If defeated, rally a supporter of level 5 or below.
Varian becomes Drained. He will reveal Volcanic Storm (Akaruzug is vulnerable to bludgeoning), discard blessing of the Master of Masters to add 2 dice, and reveal grimoire to add d4.
Arcane Check DC 27: 1d12 + 6 + 3d6 + 4 + 2d12 + 1d4 - 7 ⇒ (12) + 6 + (2, 2, 4) + 4 + (9, 6) + (4) - 7 = 42 Success..I will rally Neolandus Kalepopolis back to my side
Will attempt to close library
Will recharge Magnetic Grimoire for Urban assistance to add 1d4+1
Knowledge Check DC 5+6=11: 1d12 + 6 + 1d4 + 1 ⇒ (4) + 6 + (2) + 1 = 13 Success
No villain...Library is closed..will move to Barracks
Will discard Rodrick to draw create Mindscape and display at barracks
Will Banish Zellara's Harrow Deck to examine the top 3 cards of any location and return them in the following order:
Barracks Card 2: Baykok TRIGGER
Force Damage: 1d6 ⇒ 4 Will discard hand (2 cards)
Barracks Card 1: Andachi
Barracks Card 3: Scabbard of Keen Edges
[/ooc]
During recovery, attempting to recharge rather than discard Harrow Deck. If hour is harrow, add 1d4. Heggal reveals lookout and Create Mindscape adds d4
Perception Check DC 12: 1d6 + 1 + 1d6 + 1d4 ⇒ (3) + 1 + (6) + (1) = 11 No Success
Varian ends his turn and examines top card of his location (Barracks Card 2: Baykok TRIGGER) but his hand is still empty. If Boon either bury a card or summon and encounter the danger
Varian attempts to recover all cards in his Recovery pile (except for arcane spells which are discarded).
Varian recharges spell(s) Firesnake, Volcanic Storm and then resets his hand.
Will display Radovan after SOT
checks against Undead banes
The Harrow suit is Crowns.
Add 1d4 to Charisma non-combat checks.
When you play your harrow, you may draw a random ally from your discards.
At the end of your turn, examine the top card of your location; if you examine a boon, either bury a card or summon and encounter the danger.
"
Hand: Staff of Dark Flame, Ice and Fire, Samisen of Oracular Vision, Oparal, Blessing of Osiris, Blessing of the Seventh Veil, Giant Form,
Displayed: Radovan, Create Mindscape,
Deck: 9 Discard: 6 Buried: 0
Hero Points: 1 // Varian has the following scourges marked:Drained:While Marked:
On your checks, subtract 1 for each die rolled.At the end of your turn, you may bury a Divine boon to remove this scourge.
NOTES:
Available Support: Blessings are available for use. (Osiris can be used to add d4 to healing check or cards shuffled into deck.)
Can recharge cards for local assistance at Urban locations (1 maybe 2 cards).
Movement: Order for my movement: Reading Room, Throne Room, Library, Chambers, Barracks, Base, Oubliette
Other: Loot Pref: Sp6
Recharged: Staff of Greater Necromancy, Disintegrate, Ice Chemist, Eagle Aerie, Life Drain, Autumn Witch, Magnetic Grimoire, Fire Snake, Volcanic Storm,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Wisdom d6 ☑ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
Acrobatics: Dexterity +1
Arcane: Intelligence +2
Knowledge: Intelligence +2
Perception: Wisdom +1
SCION OF CHELIAX
Favored Card: Weapon or Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Arcane, Sword
POWERS:
On your check to recharge a spell, you automatically fail.
Before you reset, you may recharge an Arcane spell (☑ or 2 Arcane spells) (☐ or an ally that lists Diplomacy in its check to acquire) from your discards.
On a local check at an Urban location, you may recharge a card to add 1d4(☑+1). (☐ If the card you recharge is a Diplomacy or Finesse card, add its level.)
☑ At the start of your turn, you may draw up to # (☐+2) cards, then recharge that number of cards.
☐ On your check to acquire a Finesse or Magic boon (☐ or on your check that invokes Finesse or Poison), add 1d4.
☐ On another character’s check [ooc](☐ or your check), when you play an ally that would add 1 or more dice, you may add 1d12 instead of the normal dice.[/ooc]
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Varian: drained
Notes for Heggal: Poisoned.
Additional Info 1: EOT examine location; if boon, bury a card or summon danger.
Varian - Location #1: Barracks 2,1,3,4-11 remain // 2=Baykok,1=Andachi,3=Scabbard of Keen Edges
Aric, Ukuja, Heggal - Location #2: Chambers 4-9 remain // 4=Foes On All Sides ?=Breath of Life
Location #7: Base // 1=Truthspeaker Akram 2=Krojun Eats-what-he-kills 3=Marcus Endrin 4=Laori Vaus 5=Grandmaster Boule

BR Yewstance |

During This Adventure:
-When choosing deck upgrades, treat Harrow blessings that match the adventure’s Harrow suit as being level #.
-At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario:
Additional Rules: =
THREAT LIST:
Scenario Level (#): 6
Turn: 7, Aric/AAUGHWHY
Monsters
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
Monster 5
Traits:
Construct
Golem
To Defeat:
Combat 19+#
Immune to Attack, Mental, and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
CotCT
Monster 6
Traits:
Ooze
To Defeat:
Combat 23
Immune to Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison. Resistant to Cold.
Before acting, each local character suffers Combat damage equal to the number of allies in their hand.
If undefeated, banish a random ally from your discards, then a random local character summons and encounters the story bane Zombie Minions.
CotCT
Monster 5
Traits:
Skeleton
Undead
To Defeat:
Combat 23
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
CotCT
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
Barriers
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.
CotCT
Barrier 6
Traits:
Skirmish
To Defeat:
None 0
Roll 1d4. Each local character summons and encounters the corresponding story bane:
1. Bandit 3. Rescue 2. Cultist 4. Thug For each that is undefeated, bury a random supporter displayed next to any character. Then banish this barrier; it is defeated.
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 5
Traits:
Curse
Trigger
To Defeat:
Wisdom
Disable
Perception 10
When examined, suffer the scourges Dazed, Drained, and Entangled.
If undefeated, suffer the scourges Dazed, Drained, and Entangled.
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.
Weapons
CotCT
Weapon 6
Traits:
2-Handed
Finesse
Loot
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Acrobatics
Melee 19
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d12+4; against a story bane, add another 2d6. If proficient, you may remove the 2-Handed trait.
After playing this weapon, if it has the 2-Handed trait, you may not play an Offhand boon this encounter.
When rebuilding, you may treat this weapon as an ally.
CotCT
Weapon 5
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.
CotCT
Weapon 6
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Charisma
Melee 15
For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 5
Traits:
Magic
Melee
Pick
Piercing
To Acquire:
Strength
Melee 13
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
CotCT
Weapon 5
Traits:
2-Handed
Chain
Finesse
Magic
Melee
Piercing
To Acquire:
Strength
Acrobatics
Melee 15
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
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.
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.
CotCT
Spell 6
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
At the start of your turn, choose 1. Until the start of the next turn:
* Your Strength, Dexterity, and Constitution skills are 1d12+2.
* Your hand size is 3.
* Your hand size is 7.
* Your hand size is 10.
* At the end of the scenario, banish; if proficient, discard instead.
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
Spell 6
Traits:
Arcane
Attack
Bludgeoning
Magic
To Acquire:
Intelligence
Arcane 15
For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 17 check to recharge it instead.
Armors
CotCT
Armor 6
Traits:
Loot
Magic
Offhand
Shield
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
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 5
Traits:
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 2.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* On your combat or Diplomacy check, you may discard to add 1d10.
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
Items
CotCT
Item 6
Traits:
Alchemical
Attack
Bludgeoning
Fire
Liquid
Ranged
To Acquire:
Intelligence
Craft 14
For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8.
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits.
DURING RECOVERY
If proficient, you may succeed at a Craft 16 check to recharge this card.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 13
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
CotCT
Item 6
Traits:
Instrument
Magic
To Acquire:
Charisma
Divine 12
On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity.
At the end of any turn, discard this card to let any number of other characters move.
CotCT
Item 6
Traits:
Divine
Healing
Magic
Staff
To Acquire:
Wisdom
Divine 14
At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them.
Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters.
CotCT
Item 6
Traits:
Arcane
Attack
Divine
Loot
Magic
Staff
To Acquire:
Arcane
Divine 12
For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
If proficient, at the end of your turn, bury to heal 1d4+1 allies.
Allies
CotCT
Ally 5
Traits:
Ghost
Harrow
Medium
Undead
To Acquire:
Wisdom
Divine 12
OR Bury A Harrow
Card 0
Display. While displayed:
* Harrow boons may be recharged instead of discarded.
* You may ignore powers that happen when you examine cards.
* At the end of the turn, bury.
Bury to explore; you may recharge a Harrow boon to reload instead.
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 6
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 15
OR Arcane 13
On a local check that invokes the Magic trait, recharge to add 1d8.
Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6.
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:
Human
Ranger
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat The Danger
Display. While displayed:
* On all Dexterity and Survival checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Dexterity and Survival checks, add 3.
Blessings
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 3
Traits:
Deity: Nethys
Divine
When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
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.
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Hour Power: When at least 3 types of boon are played on any check, a character may draw a card.
Current Hour:
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
Hours Remaining: 24
Hourglass
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
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.
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
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 Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
The Demon's Lantern
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
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.
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.
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.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
The Big Sky
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
The Father of Creation
Core
Blessing 3
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
Craft
Divine 8
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
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.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Desna's Freedom
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.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Master of Masters
Core
Blessing 3
Traits:
Deity: Irori
Divine
When this is the hour: On your check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 8
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
The Inquisitor
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.
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.
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
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 Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
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 Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Location #1: Barracks
Urban
At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations' deck lists at the size built.
When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Varian/Zalarian, Create Mindscape displayed
CotCT
Monster 5
Traits:
Trigger
Undead
To Defeat:
Combat 21
When examined, suffer 1d6 Force damage.
Immune to Mental and Poison.
Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage.
If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed.
CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Divine Boon 0
Display. While displayed:
* On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
* At the end of the turn, banish.
Bury to explore; you may bury a Divine boon to reload instead.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 12
On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.
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
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.
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
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
* When you suffer any damage, you may bury to reduce it to 0.
CotCT
Story Bane 6
Type: Monster
Traits:
Aristocrat
Bard
Human
Trigger
To Defeat:
Combat 22
When examined, shuffle this monster into a pile with a number of new blessings equal to the number of locations minus 1, then shuffle a card from the pile into each location.
Immune to Mental.
Before acting, each local character must succeed at Wisdom, Arcane, or Divine 10 check or shuffle a random card into their deck and move to a random location. If you move to another location, this monster is evaded.
CotCT
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
CotCT
Monster 5
Traits:
Ghoul
Undead
To Defeat:
Combat 20
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
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.
Location #2: Chambers
Underground
Urban
At This Location: When you fail to acquire a boon, shuffle it into its location.
When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Heggal/kuey, Aric/AAUGHWHY, Ukuja/Bigguyinblack, None
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.
CotCT
Story Bane 6
Type: Monster
Traits:
Enchanter
Human
To Defeat:
Combat 17
Before acting, succeed at a Wisdom 13 check or reload all weapons, spells, armors, and Attack boons.
If undefeated, shuffle your deck, then uncheck Ishani Dhatri from your rallied supporters.
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Fortitude 10
Display. While displayed:
* When you suffer Combat or Force damage, reduce it by 1.
* When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
* When this card has 6 markers, bury it.
CotCT
Ally 5
Traits:
Barbarian
Human
Loot
Respect
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
CotCT
Item 4
Traits:
Divine
Healing
Magic
Wand
To Acquire:
Wisdom
Divine 10
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
CotCT
Spell 5
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 13
Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 15 check to recharge it instead.
Location #7: Base
Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
For your exploration, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
* Draw a card.
* Heal a card.
* Recharge any number of cards.
* Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 6
Located/Displayed Here: None
CotCT
Supporter 4
Traits:
Human
Skald
Display. While displayed:
* You may bury to examine all cards in a location, then shuffle the location.
* ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll.
CotCT
Supporter 4
Traits:
Barbarian
Human
Display. While displayed:
* On any Strength check or any check against a monster, you may bury to add 1d10.
* ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards.
CotCT
Supporter 6
Traits:
Human
Ranger
Display. While displayed:
* You may bury to move any number of characters.
* ? On any combat check at a non-Underground location, you may bury to add 2d8.
What happens to me is of no concern. Ileosa must pay for what she has done to Korvosa.
CotCT
Supporter 3
Traits:
Cleric
Elf
Display. While displayed:
* After you discard cards as damage, you may draw a card.
* ? When you would fail your combat check, you may bury to add 1d8.
CotCT
Supporter 6
Traits:
Human
Rogue
Display. While displayed:
* You may bury to examine the top card of a location; if it is a boon, draw it.
* ? On your check to acquire, you may bury a card to add 1d10.
CotCT
Supporter 1
Traits:
Expert
Human
Display. While displayed:
* On any combat check, after the roll, you may bury to add 1d6.
* ? On any combat check, you may bury to reroll.

AAUGHWHY's PFSACG Aric/TRR |

Hour is The Dance: When at least 3 types of boon are played on any check, a character may draw a card.
Start of turn, Switch to TRR. Exchange Ausio with Fortune Teller in kit
Move step: Move to Barracks. End of move step, examine Card 1:Baykok, which triggers
Baykok Trigger Force Damage: 1d6 ⇒ 6 Ouch! I'm tempted to use Sabina Merrin to negate that damage, but would be 1d4 vs Grey Maidens be more valuable for the team as a whole? I'm going to use Sabina Merrin to negate the damage and hopefully this will be a good turn
Baykok BA doesn't apply. For the combat, Reveal Corrosive Backsword +4 for Melee+1d6+4. Weapon Finesse gives me Melee: DEX+3. Keppira and location add 1d4 each.
Combat 21: 1d10 + 1d6 + 4 + 2d4 + 7 ⇒ (8) + (4) + 4 + (2, 2) + 7 = 27 Defeated
Still end of move step, reveal Fortune Teller declaring Boon. Examine and encounter Card 2: Andachi. On examine, switch to Aric
location increases Diplo difficulty: 1d4 ⇒ 1
Diplomacy 13: 1d10 + 1d4 + 7 ⇒ (4) + (2) + 7 = 13 Acquired!
Free explore. Explore Card 3: Scabbard of Keen Edge. Taking Varian's Blessing of Sivanah to bless twice
INT 12: 3d8 ⇒ (4, 4, 6) = 14 Acquired. On acquire, examine top card of my location: Grey Maiden Guard. Switch to TRR
Discard Jasan Adriel to explore again ane Encounter Grey Maiden Guard. For the combat, reveal Corrosive Backsword +4 for Melee+1d6+4. Weapon Finesse gives me Melee: DEX+3. Location adds 1d4. Reload The Tyrant to bless, which lets me draw Jasan Adriel from discards
Tyrant discard cards: 1d4 - 2 ⇒ (3) - 2 = 1