
AAUGHWHY's PFSACG Aric/TRR |

Ran out of edit time
Combat 25: 2d10 + 1d6 + 4 + 1d4 + 7 ⇒ (8, 3) + (6) + 4 + (2) + 7 = 30 Defeated! I'll attempt to close
For the close attempt, Reveal Corrosive Backsword+4 for Melee+1d6+4. Weapon Finesse gives me Melee: DEX+3. Location adds 1d4.
Attempt to close Combat 20: 1d10 + 1d6 + 4 + 1d4 + 7 ⇒ (6) + (5) + 4 + (2) + 7 = 24 Location mostly closes, but Queen Ileosa is Card 8
Discard Fortune Teller to explore again and encounter Card 8: Queen Ileosa. We should probably guard Chambers
BA each local character must make a WIS, Arcane, Divine 10 check or shuffle a random card into their deck and move to a random location
Which location?: 1d2 ⇒ 1 Cool I still get to encounter her. For the combat, Reveal and discard for Corrosive Backsword+4 for Melee+3d6+4. Weapon Finesse gives me Melee: DEX+3. Location adds 1d4. Recharge Scabbard of Keen Edges for +2d4 and 4s count as 6
Combat 22: 1d10 + 3d6 + 4 + 1d4 + 2d4 + 7 ⇒ (3) + (2, 6, 1) + 4 + (3) + (2, 1) + 7 = 29 That's lower than I thought it would be. Assuming the guard goes well, regicide still achieved!
If she escapes to the Chambers, I will examine the top card of chambers and use that examine to switch back to Aric and exchange Andachi with Ausio
"
Hand: Serithtial, Mask of the Red Raven, Dreamstalker, Heister, Jasan Adriel, Clockwork Spy, Ausio Carowyn,
Displayed: The Lost Harrows,
Kit: Andachi, Isiem, Blessing of Bastet,
Deck: 13 Discard: 4 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.
Hiester: +1d12 on check vs barrier. I get an item on success
Other: The Lost Harrows: Fortitude
[spoiler=Deck, Discard, Buried]
Reloaded:Middle of Deck (Unknown Order): Blessing of The Vaultmaster, Vampiric Backsword +3 (Finesse), Mask of Stolen Mien, Lockpick Shield, Evangelist, Blessing of the Midnight Lord, Silver War Paint, Dandy Brute, Shadowless Sword (Finesse), Cockroach Coat, Quick-Change Mask, Glamered Leather Armor, Blessing of the Ancients
Recharged: Scabbard of Keen Edges,
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
[/spoiler]

Ukuja the sailor |

Stealth 5 +6 to guard Chambers buying Trinia Sabor: 1d12 + 1d4 + 14 ⇒ (11) + (1) + 14 = 26

BR Yewstance |

Sorry for the long delay! PaizoCon took a lot of of my time and energy, but congratulations to the party!
COMPLETED SCENARIO 6C: Death to the Queen
TIER PROGRESSION:
All characters gain a Hero Point, and may optionally expend it immediately to gain a feat of their choice.
Party -> Tier 6, 3XP
SCENARIO REWARD:
DEVELOPMENT:
From the Crimson Throne, the Queen smiles and greets you as if you were long-lost friends.
“Thank you for finally seeking me out,” she says. “I have been observing your progress over the past few months, and I commend you for the assistance you have provided the people of Korvosa.”
Then her demeanor turns cold.
“However, your services are no longer required. If you leave Korvosa immediately and never return, I will not seek your execution as traitors to the crown.”
For some reason, that recourse sounds tempting. Her honeyed words wrap themselves around your brain, squeezing off all the aether in your lungs, and—
No, you just kill her. It is a surprisingly easy task, given how much pain she has caused her citizens.
The Queen melts into a pool of blood, her crown tumbling from her head and turning to ash. That would be a triumphant conclusion, except people don’t do that.
This cannot be the real queen.
ACQUIRED CARDS:
Jasan Adriel (Ally 4)
Pegg and Louie (Ally 5)
Andachi (Ally 5)
Risibeth (Ally 5)
Orison (Blessing 0)
The Mute Hag (Blessing 1)
Shelyn's Song (Blessing 1)
The Real Rabbit Prince (Blessing 1)
The Healing Light (Blessing 3)
Scabbard of Keen Edges (Item 5)
The Lost Harrows (Item 6)
Enhance (Spell 0)
Ice Strike (Spell 3)
Giant Form (Spell 4)
Disintegrate (Spell 5)

BR Yewstance |

I'll allow for time for people to post their deck upgrade and reward choices and get setup - I suspect I'm not the only one who's time was affected by PaizoCon. If you expect to not be ready to start the next scenario until Friday or later, though, please say so in Discord or in the Discussion thread.
Now let's move onto the final scenario (sort of) of the Curse of the Crimson Throne Adventure Path!
I OVERWHELMINGLY ADVISE THAT A CHARACTER TAKES THE LOOT WEAPON "Serithtial"!
=============================================
SCENARIO 6D: Legacy of Blood
The Queen is dead! Yet the Queen lives. How can this be?
A map on the desk of the seneschal Togomor showed a path to a vile swamp called the Mushfens, quite an unlikely place for the elegant queen to visit. On this map was the Sunken Queen, an ancient Thassilonian monument that you now see before you. Surrounded by a thicket of primeval mangroves, three immense horns topping the moss-covered statue claw at the sky. On one side of the pyramid, one of the horns has collapsed into a jagged, metallic stump. A giant relief of a standing woman is cantilevered into the muck. In the water, you see contorted fish shapes and scaly maws. This is the memorial to Sorshen, Runelord of Lust.
Inside, the walls creak and a crimson light shines through every room. The structure centers around an amorphous blob of tainted blood, over thirty feet wide, hovering and rippling in the air. Shapes periodically form on its turbulent surface: faces, hands, buildings, and figures that shimmer and melt back into the horrific mass. Thin crystal tubes extend from the walls to a point just above the shifting mass of blood.
Immersed in the Everdawn Pool, Queen Ileosa works to complete a blood ritual. She shapes the skyline of Korvosa, and the shape of a taniniver, a massive dragon made entirely out of the blood veil. At your intrusion, she whips around and glares at you with hate in her eyes. There will be no prepared speech this time; she just aims to kill you dead.
And so does the other version of her. And the other. And the rest.
At once, all the Ileosas vanish through the various entrances to the blood chamber. The Sunken Queen shudders from the power of the ritual. The Queen will channel Kazavon’s spirit into a dragon of blood today, unless you can stop her.
But which one of her?
SETUP:
LOCATIONS:
1 - Blood Pool
1 - Ruin
1 - Swamp
2 - Fishery
3 - Caves
4 - Repository
THREAT LIST:
DURING THIS SCENARIO:
================================================
HARROWING:
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.
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: 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 Blessing 1
Traits: Harrow Suit: Crowns Veteran
When this is the hour: On your check, you may banish a boon to reroll a die. To Acquire: Charisma Divine 4+#
On any check, discard to bless. Discard to ignore a bane's before acting or after acting powers. Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.

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, Aric/AAUGHWHY
Monsters
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:
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:
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 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.
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.
Barriers
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 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 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
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:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Weapons
CotCT
Weapon 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
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 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 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 4
Traits:
2-Handed
Magic
Melee
Ranged
Respect
Spear
To Acquire:
Strength
Melee 12
OR Dexterity
Ranged
Survival 14
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
CotCT
Spell 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:
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 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 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:
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 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
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 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:
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:
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
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:
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 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
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 4
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 13
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
Allies
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.
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:
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 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.
Blessings
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.
Core
Blessing 3
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
To Acquire:
Wisdom
Divine 8
On any check, discard to bless.
On a check against an Undead bane, recharge to bless.
Discard to draw 3 cards, then recharge 3 cards, then you may explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Current Hour:
Traits:
To Acquire:
Hours Remaining: 33
[b]Hourglass
The Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
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.
Grandmother Nightmare
Core
Blessing 3
Traits:
Deity: Lamashtu
Divine
When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On a check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
The Gold-fisted
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card.
To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
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.
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 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.
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.
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 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.
The Wanderer
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
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.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
BanishABoon 5+#
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
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.
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.
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.
Henchman Proxy B2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
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.
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.
Henchman Proxy B3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
The Keep
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
The 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.
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.
Henchman Proxy B1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
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.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
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.
The Worldbreaker
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
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.
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 All-seeing Eye
Core
Blessing 3
Traits:
Deity: Nethys
Divine
When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
Location #1: Blood Pool
Urban
At This Location: After you discard cards as damage, bury a card from your discards.
When Closing: Bury 2 cards.
When Permanently Closed: Heal a card.
M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Location #2: Ruin
Urban
At This Location: When a monster is undefeated, shuffle a new monster into the location.
When Closing: Summon and defeat the danger.
When Permanently Closed: Shuffle a new monster into another location.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #3: Swamp
Aquatic
Wild
At This Location: When you fail a check to defeat a monster, suffer the scourge Wounded.
When Closing: Either succeed at a Wisdom or Survival 6+# check or shuffle a new monster into each location.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Location #4: Fishery
Aquatic
Urban
Wild
At This Location: For your exploration, examine the top 2 cards of this location; shuffle 1 into the location and encounter the other.
When Closing: Summon and defeat the story bane Jigsaw Shark.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Location #5: Cave
Underground
Wild
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #6: Repository
Sacred
Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M: 1 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Ukuja the sailor |

Taking out Arboreal Armor and adding in the loot Moon Maiden Armor. Taking out Javelin for Balmberry loot. Taking out Stone Axe +1 for Returning Totem Spear loot. Cohorts will be Leryn and Python. Favored card Weapon. Starting location Swamp.
Hand: Blackjack's Daggers, Huntsman's Greatsword +2, Cure, Blackjack's Gear, Headband of Inspired Wisdom, Fire Gecko, Elk, Blessing of Milani, Balmberry,
Displayed: Leryn (Hunter Class Deck), Python,
"Current Location: Swamp
"
Deck: 15 Discard: 0 Buried: 0
"NOTES:
Available Support: Folio reroll:Movement: Move me to Cell if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"
#NUM!
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
Perception: Wisdom +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.
Draw 3 cards: Call Animal, Blackjack's Rapier, Wendifisa Spear. Place 3 cards in Kit: Blackjack's Rapier, Cure, Blackjack's Daggers. Draw 1 card: Blessing of the Green Faith (1). Recharge 1 card: Huntsman's Greatsword +2.
Hand: Wendifisa Spear, Call Animal, Blackjack's Gear, Headband of Inspired Wisdom, Fire Gecko, Elk, Blessing of Milani, Blessing of the Green Faith (1), Balmberry, The Empty Throne,
Displayed: Leryn (Hunter Class Deck), Python,
"Current Location: Swamp
Kit: Blackjack's Rapier, Cure, Blackjack's Daggers, "
Deck: 12 Discard: 0 Buried: 0
"NOTES:
Available Support: Folio reroll:Blessing of Milani: Discard to add 1 die or 2 dice vs Dexterity or Wisdom non-combat checks.
Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.
The Empty Throne: On any check, discard to bless.
Movement: Move me to Cave if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"
#NUM!
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
Perception: Wisdom +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-6D: Legacy of Blood
Starting Location Ruin
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
Will put Staff of Dark Flame into box and put Shocking Sawtooth Saber (Will swap for Serithiel or let someone take if desired)
Will put Autumn Witch into box and put Venster Arabasti into deck
Starting Hand - Favored Card Weapon or Spell (Choosing Weapon)
Will display Radovan on turn 1 after SOT
"
Hand: The Betrayal, Shocking Sawtooth Saber, Magnetic Grimoire, Life Drain, Rodrick, Venster Arabasti, Ice Chemist, Blessing of Master of Masters, Crystal Ball,
Displayed: Radovan,
Deck: 13 Discard: 0 Buried: 0
Hero Points: 1
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: Fishery, Ruin, Repository, Blood Pool, Swamp, Cave
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 #4: Fishery
Drew Chain Mail (Core). Display at first SoT.
"
Hand: Flaming Longsword +3, Grappler's Mask, Ruan Mirukova, Lyrune-Quah Moon Maiden, Sklar-Quah Thundercaller, Blessing of Cayden Cailean,
Displayed: Chain Mail (Core),
Deck: 16 Discard: 0 Buried: 0
Current Location: #4: Fishery
Hero Points: 0
Tier.XP : 6.2
Reroll Avail?: No
NOTES:
Available Support: Blessings: Use as needed
Ruan Mirukova: +1d4 local check
Lyrune-Quah Moon Maiden: +1d6 Combat, Fortitude
Sklar-Quah Thundercaller: +1d6 Combat, Acrobatics
Movement: If current location closes: #5: Cave
Middle of Deck (Unknown Order): Blessing of the Oathkeeper, Ukwar Axe, Lyrune-Quah Truthspeaker, Grayflame Mace +2, Blessing of Abadar, Blessing of Angradd, Salvator Scream, Righteousness, The Theater, Ice Strike, Burst of Glory, Ring of Stony Flesh, Vengeful Storm, Evangelist, Kazavon's Shield, 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.

AAUGHWHY's PFSACG Aric/TRR |

Starting Location: Fishery
Starting Identity: Aric
Loot: Exchanging Masque for Ausio Carowyn. Exchanging Rapier for Serithtial.
Hand: Corrosive Backsword +4 (Finesse), The Lost Harrows, Cockroach Coat, Quick-Change Mask, Glamered Leather Armor, Blessing of the Midnight Lord, Blessing of The Vaultmaster,
Displayed:
Kit: Fortune Teller, Ausio Carowyn, Blessing of Zon-Kuthon,
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)Midnight Lord: +2 dice on CON or has Finesse
Vaultmaster: +2 dice vs Barrier"
Display Glamered Leather Armor, Cockroach Coat, and The Lost Harrows: Fortitude
"
Hand: Corrosive Backsword +4 (Finesse), Quick-Change Mask, Blessing of the Midnight Lord, Blessing of The Vaultmaster,
Displayed: Glamered Leather Armor, The Lost Harrows, Cockroach Coat,
Kit: Fortune Teller, Ausio Carowyn, Blessing of Zon-Kuthon,
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)Midnight Lord: +2 dice on CON or has Finesse
Vaultmaster: +2 dice vs Barrier
Middle of Deck (Unknown Order): Silver War Paint, Mask of the Red Raven, Mask of Stolen Mien, Dreamstalker, Evangelist, Serithtial, Isiem, Lockpick Shield, Blessing of Bastet, Blessing of the Ancients, Heister, Vampiric Backsword +3 (Finesse), Shadowless Sword (Finesse), Clockwork Spy
Recharged: Dandy Brute,
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

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: 1, Ukuja/Bigguyinblack
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 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 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
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 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.
Barriers
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.
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:
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.
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Knowledge 14
OR Wisdom
Divine 12
If undefeated, display this barrier.
While displayed:
* At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
Weapons
CotCT
Weapon 4
Traits:
2-Handed
Magic
Melee
Ranged
Respect
Spear
To Acquire:
Strength
Melee 12
OR Dexterity
Ranged
Survival 14
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 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 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 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:
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.
Spells
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 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 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 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.
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 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 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:
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 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 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
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 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
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 4
Traits:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
Allies
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
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
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:
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 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.
Blessings
Core
Blessing 1
Traits:
Deity: Gorum
Divine
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
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 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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
CotCT
Blessing 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.
Hour Power: On your check, you may reroll any dice showing 1.
Current Hour:
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.
Hours Remaining: 32
Hourglass
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.
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
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 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.
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
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.
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 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.
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.
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.
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.
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.
Henchman Proxy B2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
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 Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
The Gold-fisted
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card.
To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
The Wanderer
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
Henchman Proxy B1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
BanishABoon 5+#
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
The 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.
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.
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.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
The All-seeing Eye
Core
Blessing 3
Traits:
Deity: Nethys
Divine
When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
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.
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.
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.
Henchman Proxy B3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
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 Worldbreaker
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Grandmother Nightmare
Core
Blessing 3
Traits:
Deity: Lamashtu
Divine
When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On a check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Location #1: Blood Pool
Urban
At This Location: After you discard cards as damage, bury a card from your discards.
When Closing: Bury 2 cards.
When Permanently Closed: Heal a card.
M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
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.
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 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 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.
Core
Blessing 3
Traits:
Deity: Erastil
Divine
When this is the hour: On your check, if you are at a Wild location, add 1d4.
To Acquire:
Dexterity
Divine
Survival 8
On any check, discard to bless.
On a Dexterity or Survival check, discard to bless twice.
Discard to explore.
Recharge to explore a Wild location.
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
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
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.
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Location #2: Ruin
Urban
At This Location: When a monster is undefeated, shuffle a new monster into the location.
When Closing: Summon and defeat the danger.
When Permanently Closed: Shuffle a new monster into another location.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Varian/Zalarian, None
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.
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
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
Barrier 4
Traits:
Magic
Trap
To Defeat:
Intelligence
Knowledge 13
OR Disable 12
If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
Then reload this barrier into its location.
CotCT
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
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
Story Bane 6
Type: Monster
Traits:
Aristocrat
Bard
Devil
Human
To Defeat:
Charisma
Wisdom 12
THEN Combat 22
Resistant to Fire, Melee, and Ranged.
When encountered, a character may reveal the Loot weapon Serithtial; if no character does, suffer 1d6 Force damage and this monster is evaded.
Before acting, another local character summons and encounters the story bane Taniniver.
The Combat difficulty to defeat is increased by 1d12.
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
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
Monster 4
Traits:
Animal
Swarm
To Defeat:
Combat 10
THEN Combat 11
THEN Combat 12
Vulnerable to Attack.
If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.
Location #3: Swamp
Aquatic
Wild
At This Location: When you fail a check to defeat a monster, suffer the scourge Wounded.
When Closing: Either succeed at a Wisdom or Survival 6+# check or shuffle a new monster into each location.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Ukuja/Bigguyinblack, None
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
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
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.
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:
Gargoyle
To Defeat:
Combat 21
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
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
Monster 6
Traits:
Acid
Dragon
To Defeat:
Combat 28
OR Diplomacy 18
Immune to Acid. All damage is Acid.
Before acting, each local character must succeed at a Dexterity or Acrobatics 11 check or suffer 1d4 damage and the scourge Wounded.
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 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 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.
Location #4: Fishery
Aquatic
Urban
Wild
At This Location: For your exploration, examine the top 2 cards of this location; shuffle 1 into the location and encounter the other.
When Closing: Summon and defeat the story bane Jigsaw Shark.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Heggal/kuey, Aric/AAUGHWHY, None
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
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
CotCT
Item 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
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
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
Monster 5
Traits:
Incorporeal
Undead
To Defeat:
Combat 22
Immune to Mental and Poison.
Resistant to Attack.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, choose them randomly.
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
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
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.
Location #5: Cave
Underground
Wild
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
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.
CotCT
Story Bane 6
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 27
OR Arcane
Survival 12
After acting, suffer the scourge Poisoned.
If undefeated, suffer the scourge Entangled.
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
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
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
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 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:
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:
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
Monster 6
Traits:
Fire
Outsider
To Defeat:
Combat 23
Before acting, roll 1d6.
1-2. This monster is evaded; add the new location Twisting Passages and move to it.
3-4. Treat every feat on your character and role card as unchecked until the end of the turn.
5-6. Bury your discards, then discard your hand.
If defeated, you may banish a level 6 boon to remove this monster from the game; if you do, draw the new Loot armor Trifaccia's Mantle.
Location #6: Repository
Sacred
Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M: 1 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
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
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
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
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 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
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
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
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
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.
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.

Ukuja the sailor |

When this is the hour: On your check, you may reroll any dice showing 1.
Leryn examines Swamp Card 1: Obsession of Servitude.
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* At the start of your turn, move to a random location.
* Evade boons you encounter.
* You may not play boons except during encounters with banes.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
perception 13 revealing Headband of Inspired Wisdom: 1d10 + 8 ⇒ (9) + 8 = 17
Discard Elk to explore.
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.
Survival 9 auto acquire. Discard The Empty Throne to draw Elk and explore.
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.
Survival 9 auto acquire. Discard Elk to explore.
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.
Auto pass Survival 10 BYA.
combat 23 revealing Wendifisa Spear for Survival, reveal Headband of Inspired Wisdom, reveal Fire Gecko, aided by Elk: 1d10 + 1d12 + 1d6 + 1d4 + 10 ⇒ (7) + (10) + (5) + (1) + 10 = 33
Discard The Avalanche to explore.
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, reveal Headband of Inspired Wisdom, reveal Fire Gecko: 1d10 + 1d12 + 1d4 + 10 ⇒ (4) + (7) + (4) + 10 = 25
Discard Blessing of Milani to explore.
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.
Recharging Varian's Blessing of Master of Masters.
divine 14 revealing Headband of Inspired Wisdom, Blessed by Master of Masters: 2d10 + 7 ⇒ (6, 4) + 7 = 17
Discard Wolverine to explore.
CotCT
Monster 6
Traits:
Acid
Dragon
To Defeat:
Combat 28
OR Diplomacy 18
Immune to Acid. All damage is Acid.
Before acting, each local character must succeed at a Dexterity or Acrobatics 11 check or suffer 1d4 damage and the scourge Wounded.
acrobatics 11 BYA displaying then recharging Blackjack's Gear: 1d10 + 1d8 + 5 ⇒ (9) + (1) + 5 = 15
Discarding Heggal's Blessing of Cayden Cailean.
combat 28 revealing Wendifisa Spear for Survival, reveal Headband of Inspired Wisdom, reveal Fire Gecko, blessed by Blessing of Cayden Cailean: 2d10 + 1d12 + 1d4 + 10 ⇒ (1, 7) + (1) + (1) + 10 = 20
use the hour to reroll the 3 1s: 1d10 + 1d12 + 1d4 ⇒ (6) + (7) + (4) = 17
6 +7 +6 +4 +10 =33. Success. Cast Call Animal for Shadowcat and end turn.
recharge from discard 1. Elk, 2. Wolverine: 1d2 ⇒ 1
Ukuja ends their turn.
Ukuja attempts to recover all cards in their Recovery pile.
Call Animal: Divine 6: 1d10 + 7 ⇒ (8) + 7 = 15 -> Call Animal recharged.
Ukuja resets their hand.
Hand: Wendifisa Spear, Boneshatter, Headband of Inspired Wisdom, Shadowcat, Fire Gecko, Blessing of the Green Faith (1), Balmberry, Pteranodon, Aspect of the Bull,
Displayed: Leryn (Hunter Class Deck), Python,
"Current Location: Swamp
Kit: Blackjack's Rapier, Cure, Blackjack's Daggers, "
Deck: 12 Discard: 4 Buried: 0
"NOTES:
Available Support: Folio reroll:Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.
Shadowcat: Recharge this card to add your Wisdom or Survival skill (1d10 +7) to another character's combat check.
Movement: Move me to Cave if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Druid of the Green Faith, Blessing of the Green Faith (2), Belt of Physical Might (core), Moon Maiden Armor, Dwarf Caiman, Blessing of Abadar, Raise Animal, Returning Totem Spear
Recharged: Huntsman's Greatsword +2, Blackjack's Gear, Elk, 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
Perception: Wisdom +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.
Swamp cards 2 (Random ally #1), 3, and 6 acquired. 1, 4, 5, and 7 banished.
Recharged Varian's Blessing of Master of Masters.
Discarded Heggal's Blessing of Cayden Cailean.

Varian 12789 |

Out of Turn Updates: Recharged Blessing of Master of Masters
Turn Order: Ukuja, Varian, Heggal, Aric
Turn - Hour: 2 - Hourglass Card 1 Varian/Zalarian Sands of the Hour
Hour Rules: None
SOT:
Draw #(6) Cards and recharge #(6) Cards
Draw: Create Mindscape, Ice and Fire, Blessing of the Gods, Fire Snake, Blessing of Osiris, i1Zellara's Harrow Deck
Recharge: Life Drain
Fire Snake
Blessing of the Gods
Rodrick
The Betrayal
Blessing of Osiris
Will recharge Venster to examine next 3 hours. Will leave same order since Aric uses weapons as well.
Hourglass Card 2 Heggal/kuey Prayer
Hourglass Card 3 Aric/AAUGHWHY Our Lord In Iron
Hourglass Card 4 Ukuja/Bigguyinblack Benefaction
Give Card: None
Move: Stay at Ruins
Location Powers: When a monster is undefeated, shuffle a new monster into the location.
Will display Create Mindscape at Ruin
Explore: Ruin Card 1: Mantle of Life
CotCT
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Divine
Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
Reveal ice chemist and grimoire
Constitution Check DC 13: 1d4 + 1d4 ⇒ (1) + (2) = 3 No Success
Will discard Crystal Ball to examine 3 cards, arrange and explore
Ruin Card 3: Wyvern Poison
Ruin Card 4: Eternal Glyphs
Ruin Card 2: Labyrinth
Explore: Ruin Card 3: Wyvern Poison
Will reveal ice chemist and grimoire and recharge Ice and Fire for Urban assistance to add 1d4+1
Intelligence Check DC 12: 1d12 + 4 + 1d4 + 1d4 + 1 ⇒ (12) + 4 + (4) + (2) + 1 = 23 Success
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.
Will display wyvern poison
Will Banish Zellara's Harrow Deck to examine the top 3 cards of any location and return them in the following order:
Swamp Card 8: Henchman Proxy A2 - Ileosa's Furies
Swamp Card 9: Forbiddance
Swamp Card 10: Banshee
Will discard Ice chemist to explore
Explore: Ruin Card 2: Labyrinth
Core
Barrier 1
Traits:
Obstacle
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
create mindscape adds 1d4 and will recharge Magnetic Grimoire for Urban assistance to add 1d4+1
Knowledge Check DC 6+6=12: 1d12 + 6 + 1d4 + 1d4 + 1 ⇒ (12) + 6 + (1) + (2) + 1 = 22 Success
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: 1d6 + 1 + 1d4 ⇒ (4) + 1 + (4) = 9 No Success
Varian recharges ally Ice Chemist and then resets his hand.
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 advance the hour, if it is Proxy B, summon and encounter the non-closing henchman Taniniver, then banish the proxy.
Before you attempt to guard your location, advance the hour.
"
Hand: Shocking Sawtooth Saber, Blessing of the Seventh Veil, Volcanic Storm, Disintegrate, Staff of Greater Necromancy, Samisen of Oracular Vision, Oparal, Eagle Aerie,
Displayed: Radovan, Wyvern Poison, Create Mindscape,
Deck: 11 Discard: 2 Buried: 0
Hero Points: 1
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: Fishery, Ruin, Repository, Blood Pool, Swamp, Cave
Other: Loot Pref: Sp6
Recharged: Blessing of Master of Masters, Life Drain, Fire Snake, Blessing of the Gods, Rodrick, The Betrayal, Blessing of Osiris, Venster Arabasti, Ice and Fire, Magnetic Grimoire, 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]

Varian 12789 |

After Heggal's SOT, will recharge samisen to examine following 3 cards:
Blood Pool Card 1: Wand of Flame
Blood Pool Card 2: Ghost
Blood Pool Card 3: Immortal Ichor
"
Hand: Shocking Sawtooth Saber, Blessing of the Seventh Veil, Volcanic Storm, Disintegrate, Staff of Greater Necromancy, Oparal, Eagle Aerie,
Displayed: Radovan, Wyvern Poison, Create Mindscape,
Deck: 12 Discard: 2 Buried: 0
Hero Points: 1
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: Fishery, Ruin, Repository, Blood Pool, Swamp, Cave
Other: Loot Pref: Sp6
Recharged: Blessing of Master of Masters, Life Drain, Fire Snake, Blessing of the Gods, Rodrick, The Betrayal, Blessing of Osiris, Venster Arabasti, Ice and Fire, Magnetic Grimoire, Ice Chemist, Samisen of Oracular Vision,
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 Heggal: Poisoned.
Location #1: Blood Pool 1-10 remain // 1: Wand of Flame, 2: Ghost, 3: Immortal Ichor
Varian - Location #2: Ruin 4-10 remain // 4=Eternal Glyphs
Ukuja - Location #3: Swamp 8-10 remain // 8=Henchman (Ileosa's Furies) 9-10=banes
Heggal, Aric - Location #4: Fishery 1-10 remain
Location #5: Cave 1-10 remain
Location #6: Repository 1-10 remain

Heggal - ACG kuey |

Out of Turn Updates: Nil
Turn Order: Ukuja, Varian, Heggal, Aric,
Turn: Turn 3: Prayer
Hour Power: No effect.
SOT: Nil
Give Card: Nil
Move: Stay at #4: Fishery
Explore:
Examine top 2 cards:
#1: Shining Child
#2: Henchman Proxy A3: Ileosa's Furies
Encounter #2, and shuffle #1 into location
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 Sklar-Quah Thundercaller for +1d4+3
Recharge Ruan Mirukova for +1d4
Wisdom DC11: 1d8 + 2 + 1d4 + 3 + 1d4 ⇒ (5) + 2 + (3) + 3 + (3) = 16 ==> Success
Reveal Flaming Longsword +3 for Melee+1d8+3
Display Lyrune-Quah Moon Maiden for +1d6
Combat DC24: 1d8 + 5 + 1d8 + 3 + 1d4 + 3 + 1d6 ⇒ (6) + 5 + (8) + 3 + (1) + 3 + (2) = 28 ==> Defeated
AYA: Force damage: 1d4 ⇒ 4
Put Chain Mail (Core) to reduce to 0
Aric also takes 1d4 Force dmg
Closing:
Story Bane Monster 0
Traits
Animal
Aquatic
Check
Combat
11
Powers
Cannot be evaded.
Reveal Sklar-Quah Thundercaller for +1d4+3
Reveal Flaming Longsword +3 for Melee+1d8+3
Displayed Lyrune-Quah Moon Maiden for +1d6
Combat DC11: 1d8 + 5 + 1d8 + 3 + 1d4 + 3 + 1d6 ⇒ (1) + 5 + (7) + 3 + (3) + 3 + (4) = 26 ==> Defeated, and CLOSED!
Heggal moves to #5: Cave
Not sure where to move Aric, so moved in tentatively to #6: Repository. Since he starts next turn, he can move somewhere else.
End Turn:
Recovery:
Reveal Sklar-Quah Thundercaller for +1d4+3
Displayed Lyrune-Quah Moon Maiden for +1d6
Chain Mail (Core): Fortitude DC6: 1d6 + 1d4 + 3 + 1d6 ⇒ (6) + (4) + 3 + (4) = 17 ==> Recharged
Recharge Lyrune-Quah Moon Maiden
Reset hand.
"
Hand: Flaming Longsword +3, Grappler's Mask, Sklar-Quah Thundercaller, Blessing of Cayden Cailean, The Twin, Ukwar Axe, Ice Strike,
Displayed:
Deck: 17 Discard: 0 Buried: 0
Current Location: #5: Cave
Hero Points: 0
Tier.XP : 6.2
Reroll Avail?: No
NOTES:
Available Support: Blessings: Use as needed
Sklar-Quah Thundercaller: +1d6 Strength, Acrobatics
Flaming Longsword +3: Local Combat +1d8+1 & Fire
Movement: If current location closes: #3: Swamp
Middle of Deck (Unknown Order): Blessing of Shizuru, Blessing of Angradd, Righteousness, Evangelist, Lyrune-Quah Truthspeaker, Grayflame Mace +2, Kazavon's Shield, Salvator Scream, The Theater, Blessing of Abadar, Blessing of the Oathkeeper, Burst of Glory, Ring of Stony Flesh, Vengeful Storm
Recharged: Ruan Mirukova, Chain Mail (Core), Lyrune-Quah Moon Maiden,
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 Aric: On Heggal's turn, take 1d4 Force damage
Location #1: Blood Pool 1-10 remain // 1: Wand of Flame, 2: Ghost, 3: Immortal Ichor
Varian - Location #2: Ruin 4-10 remain // 4=Eternal Glyphs
Ukuja - Location #3: Swamp 8-10 remain // 8=Henchman (Ileosa's Furies) 9-10=banes
Heggal - Location #5: Cave 1-10 remain
Aric - Location #6: Repository 1-10 remain

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: 4, Aric/AAUGHWHY
Monsters
CotCT
Monster 5
Traits:
Incorporeal
Undead
To Defeat:
Combat 22
Immune to Mental and Poison.
Resistant to Attack.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, choose them randomly.
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 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 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.
CotCT
Monster 6
Traits:
Demon
Outsider
To Defeat:
Combat 28
Immune to Electricity and Poison. Resistant to Acid, Cold, and Fire.
Before acting, if you are at an Aquatic location, each local character suffers 1d4 Force damage.
After acting, if the check to defeat had the Melee trait, succeed at a Constitution or Fortitude 10 check or suffer the scourge Exhausted.
Barriers
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:
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
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
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 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Weapons
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 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 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 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 4
Traits:
2-Handed
Magic
Melee
Ranged
Respect
Spear
To Acquire:
Strength
Melee 12
OR Dexterity
Ranged
Survival 14
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
CotCT
Spell 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
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 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 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 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.
Armors
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 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 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
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 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.
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 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:
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:
Blackjack
Clothing
Loot
Magic
To Acquire:
Dexterity
Disable 10
OR Wisdom
Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
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.
Allies
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 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 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
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.
Blessings
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.
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 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Core
Blessing 1
Traits:
Deity: 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.
Hour Power: On your combat check, you may reveal any number of weapons; for each, add 1.
Current Hour:
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Hours Remaining: 29
Hourglass
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 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.
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move.
To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
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.
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 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.
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.
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.
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.
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.
Henchman Proxy B2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
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 Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
The Gold-fisted
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card.
To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
The Wanderer
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
Henchman Proxy B1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless.
To Acquire:
BanishABoon 5+#
OR Bury A Boon Whose Level Is Equal To # None
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
The 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.
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.
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.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
The All-seeing Eye
Core
Blessing 3
Traits:
Deity: Nethys
Divine
When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
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.
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.
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.
Henchman Proxy B3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
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 Worldbreaker
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Grandmother Nightmare
Core
Blessing 3
Traits:
Deity: Lamashtu
Divine
When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On a check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Location #1: Blood Pool
Urban
At This Location: After you discard cards as damage, bury a card from your discards.
When Closing: Bury 2 cards.
When Permanently Closed: Heal a card.
M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
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.
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 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 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.
Core
Blessing 3
Traits:
Deity: Erastil
Divine
When this is the hour: On your check, if you are at a Wild location, add 1d4.
To Acquire:
Dexterity
Divine
Survival 8
On any check, discard to bless.
On a Dexterity or Survival check, discard to bless twice.
Discard to explore.
Recharge to explore a Wild location.
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
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
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.
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Location #2: Ruin
Urban
At This Location: When a monster is undefeated, shuffle a new monster into the location.
When Closing: Summon and defeat the danger.
When Permanently Closed: Shuffle a new monster into another location.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: 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.
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
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
Story Bane 6
Type: Monster
Traits:
Aristocrat
Bard
Devil
Human
To Defeat:
Charisma
Wisdom 12
THEN Combat 22
Resistant to Fire, Melee, and Ranged.
When encountered, a character may reveal the Loot weapon Serithtial; if no character does, suffer 1d6 Force damage and this monster is evaded.
Before acting, another local character summons and encounters the story bane Taniniver.
The Combat difficulty to defeat is increased by 1d12.
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
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
Monster 4
Traits:
Animal
Swarm
To Defeat:
Combat 10
THEN Combat 11
THEN Combat 12
Vulnerable to Attack.
If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.
Location #3: Swamp
Aquatic
Wild
At This Location: When you fail a check to defeat a monster, suffer the scourge Wounded.
When Closing: Either succeed at a Wisdom or Survival 6+# check or shuffle a new monster into each location.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: 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 A definition.
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 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.
Location #5: Cave
Underground
Wild
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Heggal/kuey, None
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.
CotCT
Story Bane 6
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 27
OR Arcane
Survival 12
After acting, suffer the scourge Poisoned.
If undefeated, suffer the scourge Entangled.
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
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
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
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 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:
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:
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
Monster 6
Traits:
Fire
Outsider
To Defeat:
Combat 23
Before acting, roll 1d6.
1-2. This monster is evaded; add the new location Twisting Passages and move to it.
3-4. Treat every feat on your character and role card as unchecked until the end of the turn.
5-6. Bury your discards, then discard your hand.
If defeated, you may banish a level 6 boon to remove this monster from the game; if you do, draw the new Loot armor Trifaccia's Mantle.
Location #6: Repository
Sacred
Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M: 1 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/AAUGHWHY, None
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
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
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
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 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
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
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
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
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.
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.

AAUGHWHY's PFSACG Aric/TRR |

I forgot to put my Harrow in my hand. I also have The Theater in my hand
On Heggal's Turn take 1d4 force damage
Force Damage: 1d4 ⇒ 4 Ouch! Bury Glamered Leather Armor to reduce it to 0
Hour is Our Lord in Iron: On your combat check, you may reveal any number of weapons; for each, add 1.
Start of turn, switch to TRR. Exchange Blessing of the Vaultmaster for Fortune Teller.
Stay at Repository. (These dang monsters with their resistance/immunity to acid...)
End of move step, examine top card of repository. Card 1: Enchant Weapon.
Still end of move step, reveal Fortune Teller declaring boon. Examine and encounter Enchant Weapon. On examine, switch to Aric
Aric spots a scroll of Card 1: Enchant Weapon. They're going to need all the help they can get.
WIS 4: 1d8 + 1 ⇒ (7) + 1 = 8 Acquired! On Acquire, examine top card of location. Card 2: Third Eye. On examine, switch to TRR and exchange Fortune Teller with Ausio
And he means all the help. The Red Raven asks Ausio to help him implant a Card 2: Third Eye. Take free explore. Bury Ausio to add 2d12
Perception 13: 1d8 + 2d12 + 4 ⇒ (1) + (8, 12) + 4 = 25 Nice! Display it
With his newly enhanced vision, The Red Raven scans the area. He spots a hidden tripwire which, combined with the unmistakable sulfurous smell of explosives, suggests the presence of a Card 3: Crematory Blast trap somewhere nearby. Discard Blessing of the Midnight Lord to explore again. Draw Third Eye to add 1d10 to perception
Perception 10: 1d8 + 1d10 + 4 ⇒ (5) + (1) + 4 = 10 Defeated! Redisplay Third Eye
Queen Ileosa is certainly craft, even setting out a Card 4: Scabbard of Keen Edges as bait for a less perceptive hero. end of turn, examine top card of location to find Scabbard. Switch back to Aric.
Hand: Corrosive Backsword +4 (Finesse), Quick-Change Mask, Enchant Weapon, Evangelist, Mask of Stolen Mien, Silver War Paint, Shadowless Sword (Finesse),
Displayed: Third Eye, The Lost Harrows, Cockroach Coat,
Kit: Fortune Teller, Blessing of The Vaultmaster, Blessing of Zon-Kuthon,
Deck: 12 Discard: 0 Buried: 2
"NOTES:
Available Support: Can discard card to allow reroll on failed local check to defeat monster or barrier (only as TRR)Enchant Weapon: +1d4+6 to combat w/ weapon"
Display Silver War Paint
"
Hand: Corrosive Backsword +4 (Finesse), Quick-Change Mask, Enchant Weapon, Evangelist, Mask of Stolen Mien, Shadowless Sword (Finesse),
Displayed: Third Eye, The Lost Harrows, Cockroach Coat, Silver War Paint,
Kit: Fortune Teller, Blessing of The Vaultmaster, Blessing of Zon-Kuthon,
Deck: 12 Discard: 0 Buried: 2
NOTES:
Available Support: Can discard card to allow reroll on failed local check to defeat monster or barrier (only as TRR)Enchant Weapon: +1d4+6 to combat w/ weapon
Middle of Deck (Unknown Order): Blessing of the Midnight Lord, Blessing of Bastet, Isiem, Mask of the Red Raven, Clockwork Spy, Blessing of the Ancients, Heister, Vampiric Backsword +3 (Finesse), Serithtial, Dreamstalker, Lockpick Shield
Recharged: Dandy Brute,
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)
Location #1: Blood Pool 1-10 remain // 1: Wand of Flame, 2: Ghost, 3: Immortal Ichor
Varian - Location #2: Ruin 1-7 remain
Ukuja - Location #3: Swamp 1-3 remain // 1=Henchman (Ileosa's Furies), 2=Forbiddance, 3=Banshee
Heggal - Location #5: Cave 1-10 remain
Aric - Location #6: Repository 4-10 remain // 4=Scabbard of Keen Edges

Ukuja the sailor |

During Aric/RR's turn display Aspect of the Bull. Benefaction: When this is the hour: No effect. .
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, aided by Aspect of the Bull: 2d10 + 6 ⇒ (1, 2) + 6 = 9
Ukuja is Frightened.
combat 24 casting Boneshatter, revealing Headband of Inspired Wisdom, aided by Aspect of the Bull: 2d10 + 2d12 + 7 ⇒ (1, 8) + (1, 10) + 7 = 27
Boneshatter ignores AYA effects.
survival 6 +6 to close revealing Headband of Inspired Wisdom, aided by Aspect of the Bull: 2d10 + 9 ⇒ (7, 4) + 9 = 20
Swamp is closed. Move to Blood Pool. Cast Balmberry removing Frightened and healing for 1.
Ukuja ends their turn. Wolverine is recharged from discards.
Ukuja attempts to recover all cards in their Recovery pile.
Boneshatter: Divine 16: 1d10 + 7 ⇒ (1) + 7 = 8 -> Boneshatter discarded.
Balmberry: Survival 8: 1d10 + 9 ⇒ (7) + 9 = 16 -> Balmberry recharged.
Ukuja resets their hand.
Hand: Wendifisa Spear, Headband of Inspired Wisdom, Shadowcat, Fire Gecko, Pteranodon, Blessing of the Green Faith (1), Call Animal, Moon Maiden Armor, Belt of Physical Might (core),
Displayed: Leryn (Hunter Class Deck), Python, Aspect of the Bull,
"Current Location: Blood Pool
Kit: Blackjack's Rapier, Cure, Blackjack's Daggers, "
Deck: 12 Discard: 3 Buried: 0
"NOTES:
Available Support: Folio reroll:Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.
Shadowcat: Recharge this card to add your Wisdom or Survival skill (1d10 +7) to another character's combat check.
Movement: Move me to Cave if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Blackjack's Gear, Druid of the Green Faith, Dwarf Caiman, Huntsman's Greatsword +2, Elk, Raise Animal, Blessing of the Green Faith (2), Returning Totem Spear, Blessing of Abadar, Blessing of Milani
Recharged: Wolverine, Balmberry,
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
Perception: Wisdom +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.
Swamp closed.

Varian 12789 |

Out of Turn Updates: None
Turn Order: Ukuja, Varian, Heggal, Aric
Turn - Hour: 6 - Hourglass Card 2 Varian/Zalarian The Dance
Hour Rules: When at least 3 types of boon are played on any check, a character may draw a card.
SOT:
Draw #(6) Cards and recharge #(6) Cards
Draw: Blessing of Master of Masters, Life Drain, Fire Snake, Blessing of the Gods, Rodrick, The Betrayal
Recharge: Staff of Greater Necromancy, Life Drain, Blessing of the Gods, Volcanic Storm, Blessing of the Seventh Veil, Eagle Aerie
Give Card: None
Move: Stay at Ruin
Location Powers: None
Explore: Ruin Card 1: 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 ask Ukuja to recharge blessing of the Greenfaith
Knowledge Check DC 13: 1d12 + 6 + 1d12 ⇒ (2) + 6 + (2) = 10 Not Quite
Radovan chuckles and says, "I told you I could have helped"
Will use PAIZO reroll to reroll a die
Knowledge Check DC 13: 2 + 6 + 1d12 ⇒ 2 + 6 + (10) = 18 Success
Will discard Rodrick to draw crystal ball and then use crystal ball to examine 3, rearrange, and may explore...will consult group
Ruin Card 4: Ileosa Ascendant
Ruin Card 2: Soul Mistress
Ruin Card 3: Palace Patrols
CotCT
Story Bane 6
Type: Monster
Traits:
Aristocrat
Bard
Devil
Human
To Defeat:
Charisma
Wisdom 12
THEN Combat 22
Resistant to Fire, Melee, and Ranged.
When encountered, a character may reveal the Loot weapon Serithtial; if no character does, suffer 1d6 Force damage and this monster is evaded.
Before acting, another local character summons and encounters the story bane Taniniver.
The Combat difficulty to defeat is increased by 1d12.

Varian 12789 |

posted analysis in chat and holding off for now
I also forgot Create Mindscape..if I roll a 3 or higher then will keep Paizo reroll
Random Roll: 1d4 ⇒ 2 no change..Sometimes it is hard to change events
Will recharge Oparal to shuffle random ally (Rodrick) into deck
Varian ends his turn
Varian attempts to recover all cards in his Recovery pile (except for arcane spells which are discarded).
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 advance the hour, if it is Proxy B, summon and encounter the non-closing henchman Taniniver, then banish the proxy.
Before you attempt to guard your location, advance the hour.
"
Hand: Disintegrate, Fire Snake, Blessing of Master of Masters, Shocking Sawtooth Saber, The Betrayal, Samisen of Oracular Vision, Oparal, Eagle Aerie,
Displayed: Radovan, Wyvern Poison, Create Mindscape,
Deck: 11 Discard: 2 Buried: 0
Hero Points: 1
reroll used 6D
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: Fishery, Ruin, Repository, Blood Pool, Swamp, Cave
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]

Varian 12789 |

After Heggal's hour and SOT, will recharge samisen to examine some cards
Encounter: Cave Card 1: Paralytic Pulse TRIGGER
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.
Cave Card 2:
I move to the Caves and encounter
Location Powers: When you fail a check to defeat a bane, suffer the scourge Dazed.
Will reload Radovan to use knowledge+6 to automatically succeed at the DC13
Knowledge Check DC 13: 1d12 + 6 + 6 ⇒ (2) + 6 + 6 = 14 Success
Varian or Heggal? : 1d2 ⇒ 1 Heggal has to summon and encounter danger
Story Bane Monster 2
Traits:
Boggard
Barbarian
Aquatic
Veteran
Check:
Combat
11+##
Powers:
If you are at an Aquatic location, the difficulty to defeat is increased by 1d12.
If undefeated, bury a random card from your discards and suffer the scourge Frightened.
Since I have 2 more explores, will bot using longsword and revealing ally and Aric banishing enchant weapon to add d6+6
Heggal combat flaming longsword Check DC 11+6+6=23: 1d8 + 5 + 1d8 + 3 + 1d4 + 3 + 1d4 + 6 ⇒ (3) + 5 + (5) + 3 + (2) + 3 + (3) + 6 = 30 Success
continuing examines
Cave Card 2: Beirawash
Cave Card 3: Mantle of Faith
"
Hand: Disintegrate, Fire Snake, Eagle Aerie, Oparal, Blessing of Master of Masters, Shocking Sawtooth Saber, The Betrayal,
Displayed: Wyvern Poison, Create Mindscape,
Deck: 13 Discard: 2 Buried: 0
Hero Points: 1
reroll used 6D
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: Fishery, Ruin, Repository, Blood Pool, Swamp, Cave
Other: Loot Pref: Sp6
Recharged: Samisen of Oracular Vision,
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 Aric: enchant weapon banished
Notes for Ukuja: recharge BotGF for Varian
Ukuja - Location #1: Blood Pool 1-10 remain // 1: Wand of Flame, 2: Ghost, 3: Immortal Ichor
Location #2: Ruin 4,2,3,5,6,7 remain // 4=villain, (2,3 known) / Create Mindscape displayed
Heggal, Varian - Location #5: Cave 2-10 remain // 2: Beirawash, 3: Mantle of Faith
Aric - Location #6: Repository 4-10 remain // 4=Scabbard of Keen Edges

Heggal - ACG kuey |

I messed up my hand. Forgot to delete the cards acquired in the last round, so Heggal should not have had Ice Strike in his hand. Replacing with next drawn card ==> Blessing of Shizuru
Out of Turn Updates: Nil
Turn Order: Ukuja, Varian, Heggal, Aric,
Turn: Turn 7: The Wind and the Waves
Hour Power: At the start of the turn, any character may recharge a card to move.
SOT: Nil
Give Card: Nil
Move: Stay at #5: Cave
Explore:
CotCT
Story Bane 6
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 27
OR Arcane
Survival 12
After acting, suffer the scourge Poisoned.
If undefeated, suffer the scourge Entangled.
Reveal Sklar-Quah Thundercaller for +1d4+3
Reveal Flaming Longsword +3 for Melee+1d8+3; Discard for +2d6
Combat DC27: 1d8 + 5 + 1d8 + 3 + 2d6 + 1d4 + 3 ⇒ (7) + 5 + (3) + 3 + (1, 6) + (4) + 3 = 32 ==> Defeated
Suffer Poisoned.
Closing:
Story Bane Monster 2
Traits:
Boggard
Barbarian
Aquatic
Veteran
Check:
Combat
11+##
Powers:
If you are at an Aquatic location, the difficulty to defeat is increased by 1d12.
If undefeated, bury a random card from your discards and suffer the scourge Frightened.
Reveal Sklar-Quah Thundercaller for +1d4+3
Reveal Ukwar Axe for Melee+1d8+1.
Discard Blessing of Cayden Cailean to bless
Combat DC11+12: 1d8 + 5 + 1d8 + 1 + 1d4 + 3 + 1d8 ⇒ (6) + 5 + (4) + 1 + (4) + 3 + (2) = 25 ==> Defeated, and CLOSED!
Heggal moves to #1: Blood Pool
Varian moves to #6: Repository
Recharge Grappler's Mask to recharge random weapon ==> Flaming Longsword +3
Assuming that this counts as heal, and so removed Poisoned? If not, I'll update my hand below.
End Turn: Reset hand.
"
Hand: Ukwar Axe, Sklar-Quah Thundercaller, The Twin, Blessing of Shizuru, Ring of Stony Flesh, Blessing of Abadar, Blessing of the Oathkeeper,
Displayed:
Deck: 14 Discard: 1 Buried: 0
Current Location: #1: Blood Pool
Hero Points: 0
Tier.XP : 6.2
Reroll Avail?: No
NOTES:
Available Support: Blessings: Use as needed
Movement: If current location closes: #6: Repository
Middle of Deck (Unknown Order): Blessing of Angradd, Grayflame Mace +2, Kazavon's Shield, Burst of Glory, Vengeful Storm, Salvator Scream, Lyrune-Quah Truthspeaker, Righteousness, Evangelist
Recharged: Ruan Mirukova, Chain Mail (Core), Lyrune-Quah Moon Maiden, Grappler's Mask, Flaming Longsword +3,
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 Aric: enchant weapon banished
Notes for Ukuja: recharge BotGF for Varian
Ukuja, Heggal - Location #1: Blood Pool 1-10 remain // 1: Wand of Flame, 2: Ghost, 3: Immortal Ichor
Location #2: Ruin 4,2,3,5,6,7 remain // 4=villain, (2,3 known) / Create Mindscape displayed
Aric, Varian - Location #6: Repository 4-10 remain // 4=Scabbard of Keen Edges

AAUGHWHY's PFSACG Aric/TRR |

On Varian's Turn, banish Enchant Weapon
Hour is Benefaction: No Effect
Start of turn, switch to TRR. Exchange Shadowless Sword with Fortune Teller
Move to Blood Pool. End of move step, Third Eye lets me Examine top card of location. Wand of Flame has Magic Trait; encounter it. On examine switch to Aric. Reveal Evangelist for +1
INT 9: 1d8 + 2 ⇒ (1) + 2 = 3 Banished
Still end of move step, reveal Fortune Teller declaring bane. Examine and Encounter Ghost. On examine, switch to TRR. Exchange Mask of Stolen Mien with Blessing of Zon-Kuthon.
For the Combat, reveal Corrosive Backsword+4 for Melee+1d6+4. Weapon Finesse gives me Melee: DEX+3. Ukuja recharges Shadowcat to add his Survival
Combat 23: 1d10 + 1d6 + 4 + 7 + 1d10 + 7 ⇒ (9) + (1) + 4 + 7 + (5) + 7 = 33 Defeated
Still end of move step, examine top card of location. Encounter Immortal Ichor. On examine, stay as TRR. Exchange Fortune Teller with Shadowless Sword
BA Ukuja and Heggal take combat damage equal to the allies in their hand. I have one ally, but the damage is negated by Silver War Paint. For the combat, reveal and discard Shadowless Sword for Melee+1d8+2+1d6+AD. Weapon Finesse gives me Melee: DEX+3 Reveal Evangelist for +1. Recharge BoZon-Kuthon for +2 dice
Combat 23: 3d10 + 1d8 + 2 + 1d6 + 6 + 1 + 7 ⇒ (7, 2, 9) + (4) + 2 + (3) + 6 + 1 + 7 = 41 Defeated
Finally Free Explore. Explore Card 4: Keen Spiked Chain
Acrobatics 15: 1d10 + 1d4 + 6 ⇒ (4) + (1) + 6 = 11 Banished
End of turn, Examine top card of location: Old Deadeye. Switch Back to Aric
"
Hand: Corrosive Backsword +4 (Finesse), Quick-Change Mask, Dreamstalker, Evangelist, Blessing of the Ancients, Lockpick Shield, Serithtial,
Displayed: Third Eye, The Lost Harrows, Cockroach Coat, Silver War Paint,
Kit: Fortune Teller, Blessing of The Vaultmaster, Mask of Stolen Mien,
Deck: 8 Discard: 3 Buried: 2
NOTES:
Available Support: Can discard card to allow reroll on failed local check to defeat monster or barrier (only as TRR)
Middle of Deck (Unknown Order): Heister, Vampiric Backsword +3 (Finesse), Clockwork Spy, Mask of the Red Raven, Isiem, Blessing of Bastet
Recharged: Dandy Brute, Blessing of Zon-Kuthon,
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 Heggal: take combat damage equal to the number of allies in your hand
Notes for Ukuja: recharge BotGF for Varian, Recharge Shadowcat then take combat damage equal to the number of allies in your hand
Ukuja, Heggal, Aric - Location #1: Blood Pool 1-10 remain // 5=Old Deadeye
Location #2: Ruin 4,2,3,5,6,7 remain // 4=villain, (2,3 known) / Create Mindscape displayed
Varian - Location #6: Repository 4-10 remain // 4=Scabbard of Keen Edges
I have Seriththial in hand! Also, I still didn't have The Theater accounted for in my handler so I've just put it in my discards.

Ukuja the sailor |

During Aric's turn he cleverly used my Shadowcat on Ghost meaning I can display and draw Moon Maiden Armor preventing the now 2 combat dmg.
Sands of the Hour: When this is the hour: No effect. Casting Call Animal for Wolverine. Display Moon Maiden Armor. Place Fire Gecko in kit to draw Blackjack's Daggers.
Move to Ruin.
Ruin Card 4: Ileosa Ascendant
CotCT
Story Bane 6
Type: Monster
Traits:
Aristocrat
Bard
Devil
Human
To Defeat:
Charisma
Wisdom 12
THEN Combat 22
Resistant to Fire, Melee, and Ranged.
When encountered, a character may reveal the Loot weapon Serithtial; if no character does, suffer 1d6 Force damage and this monster is evaded.
Before acting, another local character summons and encounters the story bane Taniniver.
The Combat difficulty to defeat is increased by 1d12.
Aric/RR reveals Serithtial, advances the hour: The Peacock, then buries 2 cards to guard. Varian is at Repository to guard. He advances the hour: Sarenrae's Light. No other local character to face.
Varian encounters random spell #1 Sadomasochism to close, Arcane 16 discarding The Betrayal: 3d12 + 6 ⇒ (6, 5, 8) + 6 = 25
difficulty increased by: 1d12 ⇒ 5
wisdom 12 revealing Headband of Inspired Wisdom, aided by Aspect of the Bull: 2d10 + 6 ⇒ (10, 7) + 6 = 23
combat 22 +5 revealing Wendifisa Spear for survival, discarding Wendifisa Spear, revealing Headband of Inspired Wisdom, aided by Aspect of the Bull, freely recharging Blackjack's Daggers, discarding Pteranodon to Hunter ability, aided by Create Mindscape: 2d10 + 2d12 + 3d4 + 15 ⇒ (4, 10) + (12, 1) + (1, 1, 4) + 15 = 48

BR Yewstance |

COMPLETED SCENARIO 6D: Legacy of Blood
TIER PROGRESSION:
All characters gain a Hero Point, and may optionally expend it immediately to gain a feat of their choice.
Party -> Tier 6, 4XP
SCENARIO REWARD:
DEVELOPMENT:
The blood dragon collapses into a heap of rotten marrow as the Everdawn Pool shudders and bleeds out of existence. Queen Ileosa—the real one—crumples to the ground, snatching at her swiftly rusting crown.
With a forward step, you kick the dragon Kazavon’s teeth aside, well out of her way.
“I had so many plans,” she whispers, and dies in front of you.
As the Sunken Queen rumbles and shatters into the swamp, you beat a hasty retreat out of the Mushfens. You ride back to the city bearing the joyous news that the evil queen is dead.
Korvosa will need a new monarch, or perhaps some other form of government more representative of its people’s hardy spirit. It will need time to recover. But it will do so without fear of its corrupt ruler’s return. For today, you have avenged all that died in her plagues and under her guillotine. You saved Korvosa from the greatest threat it’s ever known.
With a forward step, Radovan kicks the dragon Kazavon’s teeth aside, well out of her way.
“I had so many plans,” she whispers, and dies by the now-dry Everdawn Pool.
As the Sunken Queen rumbles and shatters into the swamp, Varian teleports the party out to the Mushfens, taking advantage of the dismissal of its magical protections. After a moments respite and well-deserved congratulations, you ride back to the city bearing the joyous news that the evil queen is dead.
Korvosa will need a new monarch, or perhaps some other form of government more representative of its people’s hardy spirit. It will need time to recover. But it will do so without fear of its corrupt ruler’s return. For today, you have avenged all that died in her plagues and under her guillotine. You saved Korvosa from the greatest threat it’s ever known.
ACQUIRED CARDS:
Wolverine (Ally 3)
The Avalanche (Blessing 1)
Wyvern Poison (Item 5)
Third Eye (Item 6)
Enchant Weapon (Spell 0)
Boneshatter (Spell 6)
Sadomasochism (Spell 6)
==============================
Additionally...
COMPLETED ADVENTURE 6: The Crown of Fangs
ADVENTURE REWARD:
==============================
Additionally...
COMPLETED ADVENTURE PATH: Curse of the Crimson Throne
ADVENTURE PATH REWARD:
-The weapon Scimitar (Core),
-The spell Infernal Healing,
-The armor Armored Coat,
-The item Antiplague,
-The ally Korvosan Guard,
-The blessing Sands of the Hour
(Only 1 character at each table may choose each card.) That card gains the Loot trait. At the end of the scenario, return the Loot card to the game box and return the card it replaced to your deck.

BR Yewstance |

BONUS ADVENTURE 7: Kazavon Rises
DURING THIS ADVENTURE:
SCENARIO 7A: The Inevitable Betrayal
A recovering Korvosa turns to you for leadership. While a new government forms, you must ascend to the Crimson Throne—most temporarily, you are assured.
Except Neolandus Kalepopolis has given you a strange list he found when he reclaimed the seneschal’s chambers from Togomor. At the top is listed the Crown of Fangs next to the word “teeth.” Below that, there’s the Armor of Skulls by the word “skull.” Then, the Howling Horn next to “horns,” Shredskin next to “ribs,” the Staff of the Slain next to “tailbones,” the Bound Blade next to “claws,” and the Throne of Nalt next to “wings.” What could that—
A crackle of lightning on a clear day, followed by thousands of screams, followed by explosions of wrack and ruin, followed by more screams.
Ah yes. You knew there was a reason not to trust the Brotherhood of Bones.
SETUP:
LOCATIONS:
The Base and a number of random Urban locations equal to the number of characters +2.
THREAT LIST:
DURING THIS SCENARIO:
=========================================================
BEFORE I build the locations and hourglass, I'll need you each to choose your own Harrow blessing from the vault. No two players can pick the same Harrow blessing.
On request, I can pick one for you based on my best assessment for your respective character, since I'm reasonably familiar with them.
Be sure to also consider your Loot choices - such as your new ultra-powerful Item loot - and whether you wish to use the Adventure Path reward. I have received a new ruling (overruling a previous one I was given) that states that you may take such cards as loot even if they've been removed from the vault.
Once this final scenario starts; Don't forget that all Supporters are rallied, and the AD# is 7.

BR Yewstance |

Choose your starting locations, draw your opening hands, add your selected Harrow, and finalize any Loot decisions that haven't already been finalized!
====================================
During This Adventure: PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANE TABLE || SCOURGES || LOOT || SUPPORTERS
During This Scenario:
Additional Rules: =
THREAT LIST:
Scenario Level (#): 7
Turn: 0, Ukuja/Bigguyinblack
Monsters
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.
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:
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 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 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.
Barriers
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
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 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 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 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:
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:
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:
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:
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
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
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 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 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.
Core
Spell 1
Traits:
Arcane
Divine
Magic
Mental
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Armors
CotCT
Armor 7
Traits:
Light Armor
Loot
To Acquire:
Constitution
Arcane
Fortitude 15
Display. While displayed:
* When you suffer Combat or Fire damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against a Human bane, you may draw this card 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
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:
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:
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.
Items
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 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:
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:
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
Fire
Magic
Veteran
To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9
When you suffer Cold damage, freely reveal to reduce it by 4.
On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.
Allies
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 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 6
Traits:
Aristocrat
Formian
To Acquire:
Intelligence
Knowledge 15
OR Charisma
Diplomacy 14
On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.
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
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.
Blessings
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card.
To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
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.
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire:
Strength
Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
CotCT
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.
Current Hour:
Traits:
To Acquire:
Hours Remaining: 30
[b]Hourglass
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 Prince of Pain
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
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.
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
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.
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.
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 Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
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.
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.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
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.
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.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
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.
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
The 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.
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
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 Eclipse
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
The 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.
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
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 Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
Siege Deck
M: 10 Ba: 9 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 9
Fury Devil
CotCT
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
If undefeated, each local character suffers 1d4 Force damage.
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Henchman Proxy B4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Foes On All Sides
CotCT
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
None 0
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Flanking Attack
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Dybbuk
CotCT
Monster 5
Traits:
Incorporeal
Undead
To Defeat:
Combat 22
Immune to Mental and Poison.
Resistant to Attack.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, choose them randomly.
Labyrinth
Core
Barrier 1
Traits:
Obstacle
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
Sentinel Devil
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.
Gray Maiden Footsoldier
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.
Skeletal Minotaur
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.
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Warlord Devil
CotCT
Monster 6
Traits:
Devil
Outsider
To Defeat:
Combat 26
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
If undefeated, suffer the scourge Wounded.
Baykok
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.
Warsworn
CotCT
Monster 6
Traits:
Undead
To Defeat:
Combat 26
Immune to Mental and Poison.
Before acting, each local character suffers Combat damage equal to the number of weapons and armors in their hand and displayed cards.
If undefeated, suffer the scourge Drained.
Henchman Proxy B1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Kazavon
CotCT
Story Bane 7
Type: Monster
Traits:
Dragon
Fighter
To Defeat:
Combat 30
THEN Combat 30
Immune to Electricity.
Resistant to Attack.
Vulnerable to Slashing. All damage is Electricity.
Before acting, each character must succeed at a Dexterity or Acrobatics 12 check or suffer 2d4 damage and the scourge Wounded.
While acting, distant characters cannot play cards or use powers.
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.
Evil Eye
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
Henchman Proxy B2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Obsession of Servitude
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* At the start of your turn, move to a random location.
* Evade boons you encounter.
* You may not play boons except during encounters with banes.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
Warband
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Azer
Core
Monster 1
Traits:
Elemental
Fire
Outsider
Veteran
To Defeat:
Combat 11+##
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
Henchman Proxy B3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Palace Patrols
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.
Trapped Chest
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Curse of the Worm
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Knowledge 14
OR Wisdom
Divine 12
If undefeated, display this barrier.
While displayed:
* At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
Location #1: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None
Location #2: Boat
Aquatic
Urban
At This Location: When you move, any local characters may move with you.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None
Location #3: 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: 3 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: None
Location #4: Tavern
Urban
At This Location: You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 0
Located/Displayed Here: None
Location #5: Ossuary
Sacred
Urban
At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #6: 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: 3 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 0
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

Ukuja the sailor |

Trading out Arboreal Armor for Moon Maiden Armor loot. Trading out Javelin for Balmberry loot. Trading out Stone Axe +1 for Returning Totem Spear loot. Cohorts will be Leryn and Python. Favored card Weapon. Harrow The Midwife. Starting location Arsenal.
Hand: Call Animal, Balmberry, Dwarf Caiman, Blessing of Milani, Pteranodon, Huntsman's Greatsword +2, Blessing of the Green Faith (2), Aspect of the Bull, Elk, The Midwife,
Displayed: Leryn (Hunter Class Deck), Python,
"Current Location: Arsenal
"
Deck: 15 Discard: 0 Buried: 0
"NOTES:
Available Support: Folio reroll:Movement: Move me to Tavern if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Shadowcat, Blackjack's Gear, Belt of Physical Might (Core), Fire Gecko, Returning Totem Spear, Wendifisa Spear, Major Cure, Cure, Druid of the Green Faith, Headband of Inspired Wisdom, Blackjack's Daggers, Moon Maiden Armor, Blessing of the Green Faith (1), Blackjack's Rapier, Blessing of Abadar
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
Acrobatics: Dexterity +3
Stealth: Dexterity +3
Diplomacy: Charisma +3
From Cohorts
Fortitude: Constitution +2
Perception: Wisdom +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.
Draw 3 cards: Shadowcat, Moon Maiden Armor, Belt of Physical Might (Core). Place 3 cards in Kit: Balmberry, Huntsman's Greatsword +2, Blessing of the Green Faith (2). Draw a card: Blackjack's Daggers, Recharge a card, Blackjack's Daggers.
Hand: Call Animal, Aspect of the Bull, Belt of Physical Might (Core), Dwarf Caiman, Pteranodon, Elk, Shadowcat, Blessing of Milani, The Midwife, Moon Maiden Armor,
Displayed: Leryn (Hunter Class Deck), Python,
"Current Location: Arsenal
Kit: Balmberry, Huntsman's Greatsword +2, Blessing of the Green Faith (2), "
Deck: 12 Discard: 0 Buried: 0
"NOTES:
Available Support: Folio reroll:The Midwife: 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.
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.
Movement: Move me to Tavern if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Cure, Wendifisa Spear, Fire Gecko, Blessing of Abadar, Blessing of the Green Faith (1), Major Cure, Druid of the Green Faith, Returning Totem Spear, Blackjack's Rapier, Headband of Inspired Wisdom, Blackjack's Gear
Recharged: Blackjack's Daggers,
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
Perception: Wisdom +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-7A: The Inevitable Betrayal
Starting Location Arsenal
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
Will put Staff of Dark Flame into box and put Shocking Sawtooth Saber
Will put Autumn Witch into box and put Venster Arabasti into deck
Starting Hand - Favored Card Weapon or Spell (Choosing Weapon)
Will display Radovan on turn 1 after SOT
"
Hand: The Publican, Shocking Sawtooth Saber, Volcanic Storm, Disintegrate, Blessing of Osiris, Blessing of the Seventh Veil, Ice and Fire, Magnetic Grimoire, Blessing of Master of Masters,
Displayed: Radovan,
Deck: 13 Discard: 0 Buried: 0
Hero Points: 2
reroll used 6D
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: Fishery, Ruin, Repository, Blood Pool, Swamp, Cave
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 |

Starting location: #6: Arsenal
"
Hand: Flaming Longsword +3, Vengeful Storm, Grappler's Mask, Lyrune-Quah Truthspeaker, Salvator Scream, Blessing of Abadar, Blessing of Cayden Cailean, The Keep,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: #6: Arsenal
Hero Points: 1
Tier.XP : 6.4
Reroll Avail?: Yes
NOTES:
Available Support: Blessings: Use as needed (Keep bless 2x vs barriers)
Salvator Scream: Local Knowledge or Perception +1d8
Lyrune-Quah Truthspeaker: Local Divine or Wisdom +1d6
Movement: If current location closes: NA
Middle of Deck (Unknown Order): Evangelist, Belt of Physical Might (Core), Lyrune-Quah Moon Maiden, Righteousness, Grayflame Mace +2, Ukwar Axe, Blessing of the Oathkeeper, Blessing of Angradd, Burst of Glory, Ruan Mirukova, Sklar-Quah Thundercaller, Chain Mail (Core), Blessing of Shizuru, 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.

AAUGHWHY's PFSACG Aric/TRR |

Starting Location: Arsenal
Starting Identity: Aric
Loot: Exchanging Masque for Ausio Carowyn. Exchanging Rapier for Serithtial. Exchanging Mask of Stolen Mein for Rink of Splendid Security
Hand: The Paladin, Heister, Shadowless Sword (Finesse), Silver War Paint, Mask of the Red Raven, Cockroach Coat, Ring of Splendid Security, Dreamstalker,
Displayed:
Kit: Vampiric Backsword +3 (Finesse), Fortune Teller, Clockwork Spy,
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)"
Display Silver War Paint and Cockroach Coat
"
Hand: The Paladin, Heister, Shadowless Sword (Finesse), Mask of the Red Raven, Ring of Splendid Security, Dreamstalker,
Displayed: Silver War Paint, Cockroach Coat,
Kit: Vampiric Backsword +3 (Finesse), Fortune Teller, Clockwork Spy,
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)
Middle of Deck (Unknown Order): Isiem, Serithtial, Evangelist, The Lost Harrows, Lockpick Shield, Quick-Change Mask, Dandy Brute, Blessing of Zon-Kuthon, Blessing of The Vaultmaster, Glamered Leather Armor, Blessing of the Midnight Lord, Blessing of the Ancients, Ausio Carowyn, Corrosive Backsword +4 (Finesse), Blessing of Bastet
Recharged:
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

BR Yewstance |

During This Adventure: PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANE TABLE || SCOURGES || LOOT || SUPPORTERS
During This Scenario:
Additional Rules: =
THREAT LIST:
Scenario Level (#): 7
Turn: 1, Varian/Zalarian
Monsters
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 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.
CotCT
Monster 6
Traits:
Demon
Outsider
To Defeat:
Combat 28
Immune to Electricity and Poison. Resistant to Acid, Cold, and Fire.
Before acting, if you are at an Aquatic location, each local character suffers 1d4 Force damage.
After acting, if the check to defeat had the Melee trait, succeed at a Constitution or Fortitude 10 check or suffer the scourge Exhausted.
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.
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.
Barriers
CotCT
Barrier 6
Traits:
Magic
Trap
To Defeat:
None 0
Display this barrier. While displayed:
* You may not move or explore.
* At the start of a local character's turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier.
* When your location is closed, 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 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 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
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Weapons
CotCT
Weapon 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.
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:
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:
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 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 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.
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
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 6
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 13
Freely display. While displayed:
* On combat checks, add 2d6 and the Acid trait.
* At the end of the turn, banish; each other character suffers 1 Acid damage.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 15 check to recharge it instead.
Armors
CotCT
Armor 7
Traits:
Light Armor
Loot
To Acquire:
Constitution
Arcane
Fortitude 15
Display. While displayed:
* When you suffer Combat or Fire damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against a Human bane, you may draw this card to add 1d10.
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 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
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 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 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 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:
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 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.
Allies
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 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 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 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
Ally 6
Traits:
Aristocrat
Formian
To Acquire:
Intelligence
Knowledge 15
OR Charisma
Diplomacy 14
On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.
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: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: Your check to acquire is blessed.
To Acquire:
Charisma
Disable 4+#
On any check, discard to bless.
On another character's check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Hour Power: No effect.
Current Hour:
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Hours Remaining: 29
Hourglass
The Prince of Pain
Core
Blessing 3
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
To Acquire:
Constitution
Divine
Fortitude 8
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
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.
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
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.
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.
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 Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
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.
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.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
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.
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.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
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.
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
The 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.
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
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 Eclipse
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
The 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.
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
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 Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
Siege Deck
M: 10 Ba: 9 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 9
Fury Devil
CotCT
Monster 5
Traits:
Devil
Outsider
To Defeat:
Combat 23
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
If undefeated, each local character suffers 1d4 Force damage.
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Henchman Proxy B4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Foes On All Sides
CotCT
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
None 0
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Flanking Attack
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Dybbuk
CotCT
Monster 5
Traits:
Incorporeal
Undead
To Defeat:
Combat 22
Immune to Mental and Poison.
Resistant to Attack.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, choose them randomly.
Labyrinth
Core
Barrier 1
Traits:
Obstacle
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
Sentinel Devil
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.
Gray Maiden Footsoldier
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.
Skeletal Minotaur
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.
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Warlord Devil
CotCT
Monster 6
Traits:
Devil
Outsider
To Defeat:
Combat 26
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
If undefeated, suffer the scourge Wounded.
Baykok
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.
Warsworn
CotCT
Monster 6
Traits:
Undead
To Defeat:
Combat 26
Immune to Mental and Poison.
Before acting, each local character suffers Combat damage equal to the number of weapons and armors in their hand and displayed cards.
If undefeated, suffer the scourge Drained.
Henchman Proxy B1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Kazavon
CotCT
Story Bane 7
Type: Monster
Traits:
Dragon
Fighter
To Defeat:
Combat 30
THEN Combat 30
Immune to Electricity.
Resistant to Attack.
Vulnerable to Slashing. All damage is Electricity.
Before acting, each character must succeed at a Dexterity or Acrobatics 12 check or suffer 2d4 damage and the scourge Wounded.
While acting, distant characters cannot play cards or use powers.
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.
Evil Eye
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
Henchman Proxy B2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Obsession of Servitude
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* At the start of your turn, move to a random location.
* Evade boons you encounter.
* You may not play boons except during encounters with banes.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
Warband
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Azer
Core
Monster 1
Traits:
Elemental
Fire
Outsider
Veteran
To Defeat:
Combat 11+##
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
Henchman Proxy B3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Palace Patrols
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.
Trapped Chest
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Curse of the Worm
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Knowledge 14
OR Wisdom
Divine 12
If undefeated, display this barrier.
While displayed:
* At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
Location #1: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None
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
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
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
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
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
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.
Location #2: Boat
Aquatic
Urban
At This Location: When you move, any local characters may move with you.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None
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
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
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
Item 7
Traits:
Accessory
Loot
To Acquire:
Banish A Boon 0
When you suffer non-Combat damage, freely reveal to roll 1d4; on a result other than 1, reduce the damage by 5.
On your check against a bane, freely reload to add 7.
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.
Location #3: 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: 3 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: None
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
CotCT
Spell 6
Traits:
Arcane
Attack
Divine
Magic
Mental
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
When you encounter a monster, banish to evade it, then search your location for a boon and draw it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 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
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
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
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.
Location #4: Tavern
Urban
At This Location: You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 0
Located/Displayed Here: None
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
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
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:
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
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 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 13
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
Location #5: Ossuary
Sacred
Urban
At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
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
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
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
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
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.
Location #6: 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: 3 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Heggal/kuey, Aric/AAUGHWHY, Ukuja/Bigguyinblack, Varian/Zalarian, None
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
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
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
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
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 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.
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 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 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:
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 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:
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 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 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.
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 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 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 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 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 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 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.

Varian 12789 |

Out of Turn Updates: None
Turn Order: Ukuja, Varian, Heggal, Aric
if random character, using Self as #1
Turn - Hour: 1 - Sands of the Hour
Hour Rules: None
SOT:
Draw #(6) Cards and recharge #(6) Cards
Draw: Venster Arabasti, Fire Snake, Life Drain
i1Zellara's Harrow Deck, Blessing of the Gods, Samisen of Oracular Vision
Recharge: Ice and Fire, Shocking Sawtooth Saber, Blessing of the Seventh Veil, Life Drain, Blessing of the Gods, Blessing of Osiris
Will Banish Zellara's Harrow Deck to examine the top 3 cards of any location and return them in the following order:
Siege Deck Card 3: Henchman Proxy B4 - Cultist
Siege Deck Card 2: Henchman Proxy A2 - Dragon
Siege Deck Card 1: Fury Devil
"I see a black dragon ahead with a rider...will get to a boat and try to lead it out to the water"
Give Card: None
Move: Arsenal -> Boat
Location Powers: None
Explore: Siege Deck Card 3: Henchman Proxy B4 - Cultis
Story Bane Monster 1
Traits:
Human
Cultist
Veteran
Check:
Combat
10+##
OR
Diplomacy
8+#
Powers:
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Will use Volcanic Storm on the Cultist
Will reveal grimoire and recharge The Publican for Urban assistance to add 1d4+1
Arcane Check DC 10+7+7=24: 1d12 + 6 + 3d6 + 1d4 + 1d4 + 1 ⇒ (6) + 6 + (5, 4, 1) + (4) + (1) + 1 = 28 Success
Will discard blessing of the master of Masters to add 1 die to all int checks during the explore
Explore: Siege Deck Card 2: Henchman Proxy A2 - Dragon
Story Bane Monster 3
Traits
Dragon
Veteran
Check
Combat
16+##
OR
Diplomacy
12+#
Powers
Roll 1d4. This monster gains the trait, is immune to, and all damage is:
1. Acid
2. Cold
3. Electricity
4. Fire
Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage and the scourge Wounded.
Random Roll: 1d4 ⇒ 1 Acid
For BYA, will reveal Grimoire to add d4, d4 because we are awesome, firesnake for acrobatics and extra die due to explore blessing
Arcane Check DC 5+7=12: 1d12 + 6 + 1d4 + 1d4 + 1d12 ⇒ (12) + 6 + (2) + (1) + (8) = 29 Success
Will use disintegrate on the dragon, d4 for grimoire, and explore bonus
Arcane Check DC 16+7+7=30: 1d12 + 6 + 4d6 + 1d4 + 1d12 ⇒ (7) + 6 + (3, 2, 2, 5) + (1) + (10) = 36 Success
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: 1d6 + 1 + 1d4 ⇒ (3) + 1 + (1) = 5 No Success
Varian recharges spell(s) disintegrate, Fire snake and then resets his hand.
"
Hand: Magnetic Grimoire, Samisen of Oracular Vision, Crystal Ball, Venster Arabasti, Ice Chemist, Twisted Space#Core, Rodrick, Create Mindscape,
Displayed: Radovan,
Deck: 11 Discard: 3 Buried: 0
Hero Points: 2
reroll used 6D
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: Fishery, Ruin, Repository, Blood Pool, Swamp, Cave
Other: Loot Pref: Sp6
Recharged: Ice and Fire, Shocking Sawtooth Saber, Blessing of the Seventh Veil, Life Drain, Blessing of the Gods, Blessing of Osiris, The Publican, Disintegrate, 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)
Seige 1,4-28 remain // 1=Fury devil
Varian - Location #2: Boat
Ukuja, Aric, Heggal - Location #6: Arsenal

Heggal - ACG kuey |

Out of Turn Updates: Nil
Turn Order: Varian, Heggal, Aric, Ukuja,
Turn: Turn 2: The Prince of Pain
Hour Power: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
SOT: Nil
Give Card: Nil
Move: Stay at #6: Arsenal
Explore:
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.
BYA:
Reveal Lyrune-Quah Truthspeaker for +1d4+3 ==> Success
Wisdom DC11: 1d8 + 3 + 1d4 + 3 ⇒ (7) + 3 + (4) + 3 = 17
Reveal Flaming Longsword +3 for Melee+1d8+3
Discard Blessing of Cayden Cailean to bless
Combat DC23: 1d8 + 5 + 1d8 + 3 + 1d4 + 3 + 1d8 ⇒ (2) + 5 + (1) + 3 + (1) + 3 + (1) = 16 Spend 1 Hero Point to reroll (1 to 0)
Combat DC23: 1d8 + 5 + 1d8 + 3 + 1d4 + 3 + 1d8 ⇒ (6) + 5 + (2) + 3 + (2) + 3 + (2) = 23 ==> Defeated
Varian recharges Samisen of Oracular Vision to examine top 3 cards
#4: Foes On All Sides
#5: Flanking Attack
#6: Dybbuk
Pausing to discuss

Heggal - ACG kuey |

continuing
Discard Blessing of Abadar to explore again.
#4: Foes On All Sides
Ukuja discards The Midwife to exchange with random barrier
CotCT
Barrier 6
Traits:
Magic
Trap
To Defeat:
None 0
Display this barrier. While displayed:
* You may not move or explore.
* At the start of a local character's turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier.
* When your location is closed, banish this barrier.
Gah! Marginally better. Would The Midwife still bless checks against it even though it is the next turn?
End Turn: Reset hand.
"
Hand: Flaming Longsword +3, Vengeful Storm, Grappler's Mask, Lyrune-Quah Truthspeaker, Salvator Scream, The Keep, Blessing of Shizuru,
Displayed:
Deck: 13 Discard: 2 Buried: 0
Current Location: #6: Arsenal
Hero Points: 0
Tier.XP : 6.4
Reroll Avail?: Yes
NOTES:
Available Support: Blessings: Use as needed (Keep bless 2x vs barriers)
Salvator Scream: Local Knowledge or Perception +1d8
Lyrune-Quah Truthspeaker: Local Divine or Wisdom +1d6
Movement: If current location closes: NA
Middle of Deck (Unknown Order): Burst of Glory, Grayflame Mace +2, Evangelist, Ruan Mirukova, Chain Mail (Core), Blessing of the Oathkeeper, Sklar-Quah Thundercaller, Blessing of Angradd, Lyrune-Quah Moon Maiden, Belt of Physical Might (Core), Kazavon's Shield, Righteousness, Ukwar Axe
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 (1)
Notes for Varian: Recharge Samisen on Heggal's turn
Notes for Ukuja: Discard The Midwife on Heggal's turn
Seige 5-28 remain // 5=Flanking Attack, 6=Dybbuk
Varian - Location #2: Boat
Ukuja, Aric, Heggal - Location #6: Arsenal // Soultrapping Gem displayed (might get bless from The Midwife)

BR Yewstance |

Note that Heggal is stuck in a soultrapping gem... though also note that the current hour makes breaking him out difficult.
However; given that Heggal will automatically succeed in breaking himself out on his next turn, I doubt there's an issue.
======================
During This Adventure: PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANE TABLE || SCOURGES || LOOT || SUPPORTERS
During This Scenario:
Additional Rules: =
THREAT LIST:
CotCT
Barrier 6
Traits:
Magic
Trap
To Defeat:
None 0
Display this barrier. While displayed:
* You may not move or explore.
* At the start of a local character's turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier.
* When your location is closed, banish this barrier.
Scenario Level (#): 7
Turn: 3, Aric/AAUGHWHY
Monsters
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 6
Traits:
Demon
Outsider
To Defeat:
Combat 28
Immune to Electricity and Poison. Resistant to Acid, Cold, and Fire.
Before acting, if you are at an Aquatic location, each local character suffers 1d4 Force damage.
After acting, if the check to defeat had the Melee trait, succeed at a Constitution or Fortitude 10 check or suffer the scourge Exhausted.
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:
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.
Barriers
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 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
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 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.
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.
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:
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 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 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:
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.
Spells
CotCT
Spell 6
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 13
Freely display. While displayed:
* On combat checks, add 2d6 and the Acid trait.
* At the end of the turn, banish; each other character suffers 1 Acid damage.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 15 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.
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Core
Spell 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
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.
Armors
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:
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
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
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 7
Traits:
Light Armor
Loot
To Acquire:
Constitution
Arcane
Fortitude 15
Display. While displayed:
* When you suffer Combat or Fire damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against a Human bane, you may draw this card to add 1d10.
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 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:
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 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:
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.
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.
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 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 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:
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.
Blessings
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 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
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.
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: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
Hour Power: On your check against a barrier, the difficulty is increased by 3.
Current Hour:
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.
Hours Remaining: 27
Hourglass
Our Lord In Iron
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
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.
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.
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 Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
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.
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.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
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.
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.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
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.
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
The 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.
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
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 Eclipse
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
The 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.
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
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 Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
Siege Deck
M: 9 Ba: 8 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 7
Flanking Attack
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Dybbuk
CotCT
Monster 5
Traits:
Incorporeal
Undead
To Defeat:
Combat 22
Immune to Mental and Poison.
Resistant to Attack.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, choose them randomly.
Labyrinth
Core
Barrier 1
Traits:
Obstacle
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
Sentinel Devil
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.
Gray Maiden Footsoldier
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.
Skeletal Minotaur
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.
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Warlord Devil
CotCT
Monster 6
Traits:
Devil
Outsider
To Defeat:
Combat 26
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
If undefeated, suffer the scourge Wounded.
Baykok
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.
Warsworn
CotCT
Monster 6
Traits:
Undead
To Defeat:
Combat 26
Immune to Mental and Poison.
Before acting, each local character suffers Combat damage equal to the number of weapons and armors in their hand and displayed cards.
If undefeated, suffer the scourge Drained.
Henchman Proxy B1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Kazavon
CotCT
Story Bane 7
Type: Monster
Traits:
Dragon
Fighter
To Defeat:
Combat 30
THEN Combat 30
Immune to Electricity.
Resistant to Attack.
Vulnerable to Slashing. All damage is Electricity.
Before acting, each character must succeed at a Dexterity or Acrobatics 12 check or suffer 2d4 damage and the scourge Wounded.
While acting, distant characters cannot play cards or use powers.
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.
Evil Eye
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
Henchman Proxy B2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Obsession of Servitude
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* At the start of your turn, move to a random location.
* Evade boons you encounter.
* You may not play boons except during encounters with banes.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
Warband
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Azer
Core
Monster 1
Traits:
Elemental
Fire
Outsider
Veteran
To Defeat:
Combat 11+##
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
Henchman Proxy B3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Palace Patrols
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.
Trapped Chest
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Curse of the Worm
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Knowledge 14
OR Wisdom
Divine 12
If undefeated, display this barrier.
While displayed:
* At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
Location #1: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None
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
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
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
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
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
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.
Location #2: Boat
Aquatic
Urban
At This Location: When you move, any local characters may move with you.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: Varian/Zalarian, None
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
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
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
Item 7
Traits:
Accessory
Loot
To Acquire:
Banish A Boon 0
When you suffer non-Combat damage, freely reveal to roll 1d4; on a result other than 1, reduce the damage by 5.
On your check against a bane, freely reload to add 7.
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.
Location #3: 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: 3 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: None
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
CotCT
Spell 6
Traits:
Arcane
Attack
Divine
Magic
Mental
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
When you encounter a monster, banish to evade it, then search your location for a boon and draw it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 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
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
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
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.
Location #4: Tavern
Urban
At This Location: You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 0
Located/Displayed Here: None
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
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
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:
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
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 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 13
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
Location #5: Ossuary
Sacred
Urban
At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
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
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
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
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
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.
Location #6: 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: 3 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Heggal/kuey, Aric/AAUGHWHY, Ukuja/Bigguyinblack, None
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
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
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
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
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 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.
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 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 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:
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 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:
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 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 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.
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 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 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 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 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 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 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.

AAUGHWHY's PFSACG Aric/TRR |

Hour is The Demon's Lantern: On your check against a barrier, the difficulty is increased by 3.
Aric takes the gem Heggal is trapped in and hides it somewhere safe. Surely he'll be able to get out himself. Since Heggal will automatically get out on his turn, I'm not going to spend resources. And with the Hour power, I can't beat the check
Aric suits up and moves to the Tavern. Still start of turn, switch to TRR, exchanging Mask of TRR for Fortune Teller. Move to Tavern to spread out the dragons coming from Flanking Attack
End of Move step, reveal Fortune Teller declaring Bane. Examine and encounter Card 1: Flanking Attack. On the examine, switch Shadowless Sword for Vampiric Backsword +3
Random Other Character encounters danger. 1=U, 2=V, 3=H: 1d3 ⇒ 1 Ukuja faces Dragon, difficulty is increased by 7. I think he can evade it though. For my Dragon, recharge Cockroach Coat to evade it. Barrier still banishes and is defeated
As The Red Raven travels, he receives telepathic intel that a Dragon is lurking nearby. He sends the signal to Blackjack and they stealthily get in position for their future Card 1: Flanking Attack.
Still end of move step, use power to examine top card of siege deck. Examine and encounter Card 2: Dubbyuk. Reveal Vampiric Backsword +3 for Melee+2d6+3. Weapon Finesse gives me Melee: DEX+3. Recharge Heggal's Blessing of Shizuru to bless
Combat 22: 2d10 + 2d6 + 10 ⇒ (6, 3) + (2, 1) + 10 = 22 On defeating a monster, switch Dreamstalker for Clockwork Spy
The Red Raven notices a Card 2: Dybbuk latched onto a seat at the tavern, probably the spirit of an unlucky patron caught in the crossfire of the coup agains Ileosa. He defeats it and lets it pass on.
The barkeep approaches The Red Raven and tells about a large Card 3: Labyrinth they discovered the tavern. That's weird... Taking Free Explore. Reload Ring of Splendid Security to add 7
Perception 15: 1d8 + 1d4 + 11 ⇒ (3) + (2) + 11 = 16
The Red Raven remembers that the tunnels below the city were once used by the "doctors" in charge of spreading the Blood Veil around the city. They've been mostly blocked, so they should be safe to use as storage or something.
The Red Raven sends out his clockwork spy to do some scouting. It reports back with information about a Card 4: Sentinel Devil lurking nearby. He goes to take care of it before it can do something unsavory. Display Clockwork Spy to examine then explore. For the combat, reveal Vampiric Backsword +3 for Melee+2d6+3. Weapon Finesse gives me Melee: DEX+3. Banish Clockwork Spy to add 1d6
Combat 23: 1d10 + 3d6 + 10 ⇒ (4) + (1, 3, 2) + 10 = 20 Discard Heister to reroll
Combat 23: 1d10 + 3d6 + 10 ⇒ (2) + (5, 2, 2) + 10 = 21 Aw... Suffer Wounded. Silver War Paint reduces damage by 1 and allows me to recharge Vampiric Backsword as the damage. Sentinel Devil is shuffled back in.
The Devil gets the jump on The Red Raven, wounding him before flitting off to who knows where.
end of turn, examine top card of siege deck
Random Card: 1d21 + 3 ⇒ (4) + 3 = 7 Card 7: Dragon. I won't encounter it. On examine, switch to Aric and exchange Fortune Teller with Mask of TRR
Hand: The Paladin, Ring of Splendid Security, Evangelist, Mask of the Red Raven, Dandy Brute, Glamered Leather Armor, Serithtial,
Displayed: Silver War Paint,
"Kit: Shadowless Sword (Finesse), Fortune Teller, Dreamstalker,
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: 13 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)The Paladin: On any check discard to bless, on non-combats vs Bane, add my 1d10+7 (or 1d4 if I'm TRR)
"
Display Glamered Leather Armor
"
Hand: The Paladin, Ring of Splendid Security, Evangelist, Mask of the Red Raven, Dandy Brute, Serithtial,
Displayed: Silver War Paint, Glamered Leather Armor,
Kit: Shadowless Sword (Finesse), Fortune Teller, Dreamstalker,
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: 13 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)The Paladin: On any check discard to bless, on non-combats vs Bane, add my 1d10+7 (or 1d4 if I'm TRR)
Middle of Deck (Unknown Order): The Lost Harrows, Blessing of Zon-Kuthon, Isiem, Ausio Carowyn, Blessing of The Vaultmaster, Quick-Change Mask, Lockpick Shield, Blessing of Bastet, Blessing of the Ancients, Corrosive Backsword +4 (Finesse), Blessing of the Midnight Lord
Recharged: Cockroach Coat, 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
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Varian: Recharge Samisen on Heggal's turn
Notes for Heggal: Recharge BoShizuru on Aric's Turn
Notes for Ukuja: Discard The Midwife on Heggal's turn
Seige 7, then rest of 4-24 Shuffled remain // 7=Dragon, 4=Sentinel Devil
Varian - Location #2: Boat
Aric - Location #4: Tavern
Ukuja, Heggal - Location #6: Arsenal
EDIT: I forgot about the Hour Power, which means I actually didn't beat Labyrinth. To try to fix it, I'll discard the Fortune Teller that was in my hand to reroll
Perception 18: 1d8 + 1d4 + 11 ⇒ (5) + (2) + 11 = 18 Ok good. That mean's that Fortune Teller wasn't in my hand to exchange with Mask of TRR. Here's what my hand should be
"
Hand: The Paladin, Ring of Splendid Security, Evangelist, Blessing of The Vaultmaster, Dandy Brute, Serithtial,
Displayed: Silver War Paint, Glamered Leather Armor,
Kit: Shadowless Sword (Finesse), Mask of the Red Raven, Dreamstalker,
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: 13 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)The Paladin: On any check discard to bless, on non-combats vs Bane, add my 1d10+7 (or 1d4 if I'm TRR)
Vaultmaster: +2 dice vs Barriers
Middle of Deck (Unknown Order): The Lost Harrows, Blessing of the Ancients, Blessing of Bastet, Fortune Teller, Lockpick Shield, Blessing of Zon-Kuthon, Isiem, Ausio Carowyn, Quick-Change Mask, Corrosive Backsword +4 (Finesse), Blessing of the Midnight Lord
Recharged: Cockroach Coat, 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

Ukuja the sailor |

During Aric's turn discard Elk to evade Dragon. Our Lord In Iron: When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1. Place Aspect of the Bull in kit, Pull Huntsman's Greatsword +2 from kit
Strength 9 to free Heggal revealing Belt of Physical Might (Core), aided by scenario: 1d6 + 2d4 ⇒ (1) + (3, 2) = 6
Move to Base.
Draw 1. Thousand Bones, 2. Cressida Kroft, 3. Sabina Merrin, 4. Marcus Endrin, 5. Laori Vaus, 6. Amin Jalento, 7. Keppira D'bear. Keep and display Cressida Kroft and draw a card: Blessing of the Green Faith (1). Bury Cressida Kroft to draw a random attack spell: Random spell #1 Corrosive Storm.
Discard Blessing of the Green Faith (1) to explore. Draw 1. Thousand Bones, 3. Sabina Merrin, 4. Marcus Endrin, 5. Laori Vaus, 6. Amin Jalento, 7. Keppira D'bear, 8. Vencarlo Orisini. Keep and display Amin Jalento and draw a card: Druid of the Green Faith. Bury Amin Jalento to draw random items #1 & 2. Keep #1 Ring of Energy Resistance.
Discard Druid of the Green Faith to draw Elk from my discard and explore. Draw 1. Thousand Bones, 3. Sabina Merrin, 4. Marcus Endrin, 5. Laori Vaus, 7. Keppira D'bear, 8. Vencarlo Orisini, 9. Shadowcount Sial. Keep and display Marcus Endrin and draw a card: Blessing of Abadar.
Discard Elk to explore. Draw 1. Thousand Bones, 3. Sabina Merrin, 5. Laori Vaus, 7. Keppira D'bear, 8. Vencarlo Orisini, 9. Shadowcount Sial, 10. Krojun Eats-what-he-kills. Keep and display Shadowcount Sial and draw a card: Wendifisa Spear.
Cast Call Animal for Fire Gecko. Discard Pteranodon to move to Tavern and explore.
Story Bane Monster 3
Traits
Dragon
Veteran
Check
Combat
16+##
OR
Diplomacy
12+#
Powers
Roll 1d4. This monster gains the trait, is immune to, and all damage is:
1. Acid
2. Cold
3. Electricity
4. Fire
Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage and the scourge Wounded.
element: 1d4 ⇒ 3 Electricity
BYA Acrobatics 5 +7 revealing Belt of Physical Might (Core), aided by scenario: 1d10 + 2d4 + 5 ⇒ (3) + (1, 2) + 5 = 11
Display and recharge Moon Maiden Armor to add my Wisdom die succeeding.
combat 16 +7 +7 Freely reveal 2 weapons to hour power, revealing Wendifisa Spear for survival, freely recharging Huntsman's Greatsword +2, revealing Fire Gecko, aided by Pteranodon, Discard Blessing of Abadar to bless: 2d10 + 1d12 + 3d6 + 1d4 + 8 ⇒ (4, 5) + (12) + (3, 3, 3) + (3) + 8 = 41
Use location power and recharge Dwarf Caiman to explore.
random card ignoring 7: 1d21 + 3 ⇒ (21) + 3 = 24
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Knowledge 14
OR Wisdom
Divine 12
If undefeated, display this barrier.
While displayed:
* At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
divine 12 aided by scenario power: 1d10 + 1d4 + 5 ⇒ (2) + (2) + 5 = 9
folio reroll on the 2: 1d10 ⇒ 8
15 succeeds.
recharge from discard 1. Elk, 2. Pteranodon: 1d2 ⇒ 2
Call Animal auto recharges.
Hand: Wendifisa Spear, Corrosive Storm, Belt of Physical Might (Core), Ring of Energy Resistance, Fire Gecko, Shadowcat, Blessing of Milani, Blackjack's Gear, Blackjack's Rapier,
Displayed: Leryn (Hunter Class Deck), Python, Marcus Endrin, Shadowcount Sial,
"Current Location: Tavern
Kit: Balmberry, Aspect of the Bull, Blessing of the Green Faith (2), "
Deck: 10 Discard: 5 Buried: 0
"NOTES:
Available Support: Folio reroll: UsedBlessing 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.
Marcus Endrin: * You may bury to move any number of characters.
* On any combat check at a non-Underground location, you may bury to add 2d8.Shadowcount Sial: * When a character encounters a summoned bane, you may bury to let that character evade it.
* On your checks against Outsider banes, add 1d4.
Movement: Move me to Tavern if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Cure, Major Cure, Headband of Inspired Wisdom, Returning Totem Spear
Recharged: Blackjack's Daggers, Moon Maiden Armor, Huntsman's Greatsword +2, Dwarf Caiman, Pteranodon, 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
Perception: Wisdom +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.
Summary
Acquired: Corrosive Storm, Ring of Energy Resistance, 2. Cressida Kroft, 4. Marcus Endrin, 6. Amin Jalento, 9. Shadowcount Sial
Banished: Siege cards 7 and 24
Examined: None
Random Card(s) Used: Spell #1, Items #1 and 2
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

Varian 12789 |

Out of Turn Updates: Samisen recharged on Heggal's turn. Just before Ukuja end turn will discard Rodrick and then use rodrick to draw zellar's Harrow Deck,
Will Banish Zellara's Harrow Deck to examine the top 3 cards of any location and return them in the following order:
Random Siege Card: 1d20 + 3 ⇒ (10) + 3 = 13 Siege Deck Card 13: Kazavon
Random Siege Card: 1d19 ⇒ 11 Siege Deck Card 15: Evil Eye TRIGGER
Encounter: Siege Deck Card 15: Evil Eye
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
Varian is dazed and can't examine next card or do much ordering
During recovery, attempting to recharge rather than discard Harrow Deck. If hour is harrow, add 1d4.
Perception Check DC 12: 1d6 + 1 + 1d4 ⇒ (3) + 1 + (1) = 5 No Success
Turn Order: Ukuja, Varian, Heggal, Aric
if random character, using Self as #1
Turn - Hour: 5 - Hourglass Card 2 Varian/Zalarian
Iomedae's Justice
Hour Rules: On your check against an Outsider card, add 1d4.
SOT:
Depending on discussion, I could use discard and draw so reserving judgment and may change below(doubtful I will do this)
Draw #(7) Cards and recharge #(7) Cards
Draw: Staff of Greater Necromancy, Oparal, Ice and Fire, Shocking Sawtooth Saber, Blessing of the Seventh Veil, Life Drain, Blessing of the Gods
Recharge: TBD pending discussion
Pausing for discussion.
"
Hand: Twisted Space#Core, Create Mindscape, Magnetic Grimoire, Crystal Ball, Ice Chemist, Venster Arabasti, Staff of Greater Necromancy, Oparal, Ice and Fire, Shocking Sawtooth Saber, Blessing of the Seventh Veil, Life Drain, Blessing of the Gods,
Displayed: Radovan,
Deck: 5 Discard: 3 Buried: 0
Hero Points: 2
reroll used 6D
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: Fishery, Ruin, Repository, Blood Pool, Swamp, Cave
Other: Loot Pref: Sp6
Recharged: Blessing of Osiris, The Publican, Disintegrate, Fire Snake, Samisen of Oracular Vision,
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: Recharge Samisen on Heggal's turn
Notes for Heggal: Recharge BoShizuru on Aric's Turn
Notes for Ukuja: Discard The Midwife on Heggal's turn
Seige 13, (random 4-14,16-24) remain // 13=Kazavon, 4=Sentinel Devil
Location #1: Den Of Iniquity 1-6 remain
Varian - Location #2: Boat 1-5 remain
Location #3: Library 1-6 remain
Aric, Ukuja - Location #4: Tavern 1-6 remain
Location #5: Ossuary 1-5 remain
Heggal - Location #6: Arsenal 1-7 remain
"Location #7: Base 1,3,5,7,8,10-15 remain // 1. Thousand Bones, 3. Sabina Merrin, 5. Laori Vaus, 7. Keppira D'bear, 8. Vencarlo Orisini, 10. Krojun Eats-what-he-kills.
No longer at Base: Cressida Kroft, Marcus Endrin, Amin Jalento, Shadowcount Sial"

AAUGHWHY's PFSACG Aric/TRR |

On Ukuja encountering a Henchman (the dragon), switch to TRR
Acrobatics 13: 1d10 + 1d4 + 6 ⇒ (10) + (1) + 6 = 17 Success!
The Paladin is now only adding 1d4 in addition to the bless

Ukuja the sailor |

BYA Acrobatics 12 check vs Kazavon, Varian reveals Magnetic Grimoire, aided by scenario effect: 1d10 + 2d4 + 5 ⇒ (3) + (3, 2) + 5 = 13
Recharge Shadowcat for Varian's combat.

AAUGHWHY's PFSACG Aric/TRR |

Acrobatics 12, aided by same as Ukuja but also revealing Evangelist: 1d10 + 2d4 + 7 ⇒ (1) + (1, 3) + 7 = 12
I'll take the first combat vs Kazavon. Reveal Serithtial for Acrobatics+1d12+2d6+4. Vulnerability adds 4. Reveal Evangelist for +1. Varian reveals Grimoire for +1d4
Combat 30: 1d10 + 1d12 + 2d6 + 1d4 + 15 ⇒ (10) + (4) + (2, 6) + (2) + 15 = 39

Varian 12789 |

Continuing turn now after drawing cards
SOT:
Recharge: Twisted Space#Core, Shocking Sawtooth Saber, Crystal Ball, Venster Arabasti, Blessing of the Seventh Veil, Ice and Fire
Give Card: None
Move: Boat -> Tavern
Location Powers: You may recharge an ally to explore.
Will display create mindscape at Tavern and recharge Oparal to shuffle Rodrick into deck
Explore: Siege Deck Card 13: Kazavon
Ukuja and TRR are local
CotCT
Story Bane 7
Type: Monster
Traits:
Dragon
Fighter
To Defeat:
Combat 30
THEN Combat 30
Immune to Electricity.
Resistant to Attack.
Vulnerable to Slashing. All damage is Electricity.
Before acting, each character must succeed at a Dexterity or Acrobatics 12 check or suffer 2d4 damage and the scourge Wounded.
While acting, distant characters cannot play cards or use powers.
For BYA, will recharge Blessing of the Gods for Urban assistance to add 1d4+1, grimoire adds d4 and harrow adds d4
Acrobatics Check DC 12: 1d8 + 2 + 1d4 + 1 + 1d4 + 1d4 ⇒ (6) + 2 + (3) + 1 + (4) + (1) = 17 Success..Heggal needs to make check
For combat check will reveal staff and discard life drain to use poison and arcane along with create mindscape, and Ukuja will recharge shadow cat to add survival (1d10+7). Kazavon is resistant to attack.
Arcane Check DC 30: 1d12 + 6 + 3d12 + 1d4 + 1d10 + 7 ⇒ (8) + 6 + (11, 1, 8) + (1) + (5) + 7 = 47 Success
Cards Banished: 1d4 ⇒ 3 3 cards from siege deck are banished...I could randomly determine which ones but will check if BR update will be forthcoming
Varian ends his turn and must recharge hand due to dazed and is no longer dazed
Varian attempts to recover all cards in his Recovery pile (except for arcane spells which are discarded).
Varian recharges spell(s) Volcanic Storm, Life Drain and then resets his hand.
"
Hand: Venster Arabasti, Blessing of the Seventh Veil, Samisen of Oracular Vision, Disintegrate, Oparal, Ice and Fire, Ice Chemist, Blessing of Osiris,
Displayed: Radovan, Create Mindscape,
Deck: 11 Discard: 2 Buried: 0
Hero Points: 2
reroll used 6D
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: Fishery, Ruin, Repository, Blood Pool, Swamp, Cave
Other: Loot Pref: Sp6
Recharged: Blessing of the Gods, Magnetic Grimoire, Staff of Greater Necromancy, Volcanic Storm, Life Drain,
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 Heggal: Recharge BoShizuru on Aric's Turn
Seige (random 4-14,16-24) - 3 cards are banished remain // 13=Kazavon, 4=Sentinel Devil
Location #1: Den Of Iniquity 1-6 remain
Location #2: Boat 1-5 remain
Location #3: Library 1-6 remain
Aric, Ukuja, Varian - Location #4: Tavern 1-6 remain
Location #5: Ossuary 1-5 remain
Heggal - Location #6: Arsenal 1-7 remain
"Location #7: Base 1,3,5,7,8,10-15 remain // 1. Thousand Bones, 3. Sabina Merrin, 5. Laori Vaus, 7. Keppira D'bear, 8. Vencarlo Orisini, 10. Krojun Eats-what-he-kills.
No longer at Base: Cressida Kroft, Marcus Endrin, Amin Jalento, Shadowcount Sial"

Varian 12789 |

Processing 3 siege banishes first:
(random 4-6,8-14,16-23) - 3 cards are banished (excluding 13)
4,5,6,8,9,10,11,12,14,16,17,18,19,20,21,22,23 = 17 cards without card 13
3 cards banished: 1d17 ⇒ 11d16 ⇒ 131d15 ⇒ 8 Siege Deck Card 4: Sentinel Devil
Siege Deck Card 20: Henchman Proxy B3
Siege Deck Card 14: Shining Child
New list with Kazavon is 15 cards:
5,6,8,9,10,11,12,13,16,17,18,19,21,22,23
After Heggal's SOT (Hourglass Card 3 Heggal/kuey Orison), Varian will recharge Samisen to examine next 3 cards
Random Roll: 1d15 ⇒ 81d14 ⇒ 81d13 ⇒ 5 Siege Deck Card 13: Kazavon
Siege Deck Card 16: Henchman Proxy B2
Siege Deck Card 10: Warsworn
Final list:13,16,10,(Random 5,6,8,9,11,12,17,18,19,21,22,23)
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (3)
Notes for Heggal: Recharge BoShizuru on Aric's Turn
Seige 13,16,10,(Random 5,6,8,9,11,12,17,18,19,21,22,23) remain // 13=Kazavon, 16=Cultist Henchman, 10=Warsworn
Location #1: Den Of Iniquity 1-6 remain
Location #2: Boat 1-5 remain
Location #3: Library 1-6 remain
Aric, Ukuja, Varian - Location #4: Tavern 1-6 remain
Location #5: Ossuary 1-5 remain
Heggal - Location #6: Arsenal 1-7 remain
"Location #7: Base 1,3,5,7,8,10-15 remain // 1. Thousand Bones, 3. Sabina Merrin, 5. Laori Vaus, 7. Keppira D'bear, 8. Vencarlo Orisini, 10. Krojun Eats-what-he-kills.
No longer at Base: Cressida Kroft, Marcus Endrin, Amin Jalento, Shadowcount Sial"

BR Yewstance |

Heggal must still complete the Before-Acting check from Kazavon. He also still needs to break out of the Soultrapping Gem... but given that he autosucceeds that, I really didn't even have to mention it. :)
Additionally, on Aric's turn he took damage that was not reduced to 0, so a card was banished from the top of each location except the Arsenal (which was occupied) and the Base (which is not counted as a location except for moving, examining and exploring).
===================================
During This Adventure: PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANE TABLE || SCOURGES || LOOT || SUPPORTERS
During This Scenario:
Additional Rules: =
THREAT LIST:
CotCT
Barrier 6
Traits:
Magic
Trap
To Defeat:
None 0
Display this barrier. While displayed:
* You may not move or explore.
* At the start of a local character's turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier.
* When your location is closed, banish this barrier.
Scenario Level (#): 7
Turn: 6, Heggal/kuey
Monsters
CotCT
Monster 6
Traits:
Acid
Dragon
To Defeat:
Combat 28
OR Diplomacy 18
Immune to Acid. All damage is Acid.
Before acting, each local character must succeed at a Dexterity or Acrobatics 11 check or suffer 1d4 damage and the scourge Wounded.
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.
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 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 6
Traits:
Demon
Outsider
To Defeat:
Combat 28
Immune to Electricity and Poison. Resistant to Acid, Cold, and Fire.
Before acting, if you are at an Aquatic location, each local character suffers 1d4 Force damage.
After acting, if the check to defeat had the Melee trait, succeed at a Constitution or Fortitude 10 check or suffer the scourge Exhausted.
Barriers
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Knowledge 14
OR Wisdom
Divine 12
If undefeated, display this barrier.
While displayed:
* At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
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
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.
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.
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Weapons
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.
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:
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 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 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 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
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 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 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 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.
Armors
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:
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 7
Traits:
Light Armor
Loot
To Acquire:
Constitution
Arcane
Fortitude 15
Display. While displayed:
* When you suffer Combat or Fire damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against a Human bane, you may draw this card 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 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 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:
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 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 5
Traits:
Accessory
Fire
Magic
Veteran
To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9
When you suffer Cold damage, freely reveal to reduce it by 4.
On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.
Allies
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
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.
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 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
Ally 6
Traits:
Aristocrat
Formian
To Acquire:
Intelligence
Knowledge 15
OR Charisma
Diplomacy 14
On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.
Blessings
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
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.
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect.
To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
Hour Power: No effect.
Current Hour:
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.
Hours Remaining: 24
Hourglass
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 Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
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.
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.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
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.
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.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
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.
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
The 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.
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
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 Eclipse
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
The 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.
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
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 Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
Siege Deck
M: 6 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 5
Kazavon
CotCT
Story Bane 7
Type: Monster
Traits:
Dragon
Fighter
To Defeat:
Combat 30
THEN Combat 30
Immune to Electricity.
Resistant to Attack.
Vulnerable to Slashing. All damage is Electricity.
Before acting, each character must succeed at a Dexterity or Acrobatics 12 check or suffer 2d4 damage and the scourge Wounded.
While acting, distant characters cannot play cards or use powers.
Henchman Proxy B2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Warsworn
CotCT
Monster 6
Traits:
Undead
To Defeat:
Combat 26
Immune to Mental and Poison.
Before acting, each local character suffers Combat damage equal to the number of weapons and armors in their hand and displayed cards.
If undefeated, suffer the scourge Drained.
Azer
Core
Monster 1
Traits:
Elemental
Fire
Outsider
Veteran
To Defeat:
Combat 11+##
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
Trapped Chest
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Warlord Devil
CotCT
Monster 6
Traits:
Devil
Outsider
To Defeat:
Combat 26
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
If undefeated, suffer the scourge Wounded.
Gray Maiden Footsoldier
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.
Warband
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Palace Patrols
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.
Henchman Proxy B1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Obsession of Servitude
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* At the start of your turn, move to a random location.
* Evade boons you encounter.
* You may not play boons except during encounters with banes.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Skeletal Minotaur
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.
Baykok
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.
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Location #1: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None
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
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
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
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
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.
Location #2: Boat
Aquatic
Urban
At This Location: When you move, any local characters may move with you.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
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
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
Item 7
Traits:
Accessory
Loot
To Acquire:
Banish A Boon 0
When you suffer non-Combat damage, freely reveal to roll 1d4; on a result other than 1, reduce the damage by 5.
On your check against a bane, freely reload to add 7.
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.
Location #3: 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: 3 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
CotCT
Spell 6
Traits:
Arcane
Attack
Divine
Magic
Mental
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
When you encounter a monster, banish to evade it, then search your location for a boon and draw it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 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
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
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
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.
Location #4: Tavern
Urban
At This Location: You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 0
Located/Displayed Here: Aric/AAUGHWHY, Ukuja/Bigguyinblack, Varian/Zalarian, None
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
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:
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
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 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 13
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
Location #5: Ossuary
Sacred
Urban
At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
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
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
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
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.
Location #6: 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: 3 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Heggal/kuey, None
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
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
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
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
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 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.
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 ?: 11
Located/Displayed Here: None
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 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 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 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 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.
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 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 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 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 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 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.

Ukuja the sailor |

BYA Acrobatics 12 from Kazavon, display and recharge Blackjack's Gear: 1d10 + 1d8 + 5 ⇒ (9) + (2) + 5 = 16
Discard Blessing of Milani to bless Heggal's check.

Heggal - ACG kuey |

Out of Turn Updates:
On Aric's turn, recharge Blessing of Shizuru
Hmm, if I'm inside the gem, how do I get affected by dragon fire? :)
On Varian's turn, BYA:
Recharge Grappler's Mask to use Melee
Reveal Lyrune-Quah Truthspeaker for +1d4+3
Scenario +1d4
Melee DC12: 1d8 + 5 + 1d4 + 3 + 1d4 ⇒ (6) + 5 + (3) + 3 + (3) = 20 ==> Success
Turn Order: Varian, Heggal, Aric, Ukuja,
Turn: Turn 6: Orison
Hour Power: No effect.
SOT: Soultrapping Gem
Strength DC9: 1d8 + 3 + 1d4 + 3 + 1d4 ⇒ (6) + 3 + (1) + 3 + (2) = 15 ==> Success and freedom!
Give Card: Nil
Move: Move to #4: Tavern
Explore:
CotCT
Story Bane 7
Type: Monster
Traits:
Dragon
Fighter
To Defeat:
Combat 30
THEN Combat 30
Immune to Electricity.
Resistant to Attack.
Vulnerable to Slashing. All damage is Electricity.
Before acting, each character must succeed at a Dexterity or Acrobatics 12 check or suffer 2d4 damage and the scourge Wounded.
While acting, distant characters cannot play cards or use powers.
BYA:
Reveal Lyrune-Quah Truthspeaker for +1d4+3
Scenario +1d4
Ukuja discards Blessing of Milani to bless twice
Dexterity DC12: 1d6 + 1d4 + 3 + 1d4 + 2d6 ⇒ (2) + (2) + 3 + (1) + (5, 1) = 14 ==> Success
Reveal Flaming Longsword +3 for Melee+1d8+3; discard for +2d6
DC -4 due to Slashing
1st Combat DC30-4: 1d8 + 5 + 1d8 + 3 + 2d6 + 1d4 + 3 ⇒ (7) + 5 + (5) + 3 + (4, 2) + (2) + 3 = 31
Aric to attempt second Combat check
Will leave processing of siege deck if we defeat to Aric, as Heggal intends to end turn regardless
End Turn: Reset hand.
"
Hand: Vengeful Storm, Lyrune-Quah Truthspeaker, Salvator Scream, The Keep, Kazavon's Shield, Ruan Mirukova, Belt of Physical Might (Core),
Displayed:
Deck: 12 Discard: 3 Buried: 0
Current Location: #4: Tavern
Hero Points: 0
Tier.XP : 6.4
Reroll Avail?: Yes
NOTES:
Available Support: Blessings: Use as needed (Keep bless 2x vs barriers)
Salvator Scream: Local Knowledge or Perception +1d8
Lyrune-Quah Truthspeaker: Local Divine or Wisdom +1d6
Ruan Mirukova: +1d4 local check
Kazavon's Shield: +1d6 vs Dragon or Incorporeal
Movement: If current location closes: NA
Middle of Deck (Unknown Order): Burst of Glory, Blessing of Angradd, Evangelist, Lyrune-Quah Moon Maiden, Chain Mail (Core), Blessing of the Oathkeeper, Grayflame Mace +2, Sklar-Quah Thundercaller, Righteousness, Ukwar Axe
Recharged: Blessing of Shizuru, 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.

BR Yewstance |

Everyone but Heggal must complete Kazavon's BA check, and Aric must take the second combat check.
I've also added Create Mindscape to the board; so a quick update to make that more visible...
============================
During This Adventure: PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANE TABLE || SCOURGES || LOOT || SUPPORTERS
During This Scenario:
Additional Rules: =
THREAT LIST:
CotCT
Barrier 6
Traits:
Magic
Trap
To Defeat:
None 0
Display this barrier. While displayed:
* You may not move or explore.
* At the start of a local character's turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier.
* When your location is closed, banish this barrier.
Scenario Level (#): 7
Turn: 6, Heggal/kuey
Monsters
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.
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 6
Traits:
Acid
Dragon
To Defeat:
Combat 28
OR Diplomacy 18
Immune to Acid. All damage is Acid.
Before acting, each local character must succeed at a Dexterity or Acrobatics 11 check or suffer 1d4 damage and the scourge Wounded.
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
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.
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.
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 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 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 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.
Weapons
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.
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:
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
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.
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.
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 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
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:
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.
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 7
Traits:
Light Armor
Loot
To Acquire:
Constitution
Arcane
Fortitude 15
Display. While displayed:
* When you suffer Combat or Fire damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against a Human bane, you may draw this card 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
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.
Items
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 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:
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
Fire
Magic
Veteran
To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9
When you suffer Cold damage, freely reveal to reduce it by 4.
On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.
Allies
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.
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 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 6
Traits:
Aristocrat
Formian
To Acquire:
Intelligence
Knowledge 15
OR Charisma
Diplomacy 14
On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.
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 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: 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.
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: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
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.
Hour Power: No effect.
Current Hour:
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.
Hours Remaining: 24
Hourglass
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 Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
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.
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.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
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.
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.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
When this is the hour: On your non-Attack combat check, add 1.
To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
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.
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: After discarding any number of cards as damage, draw a card.
To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
The 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.
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
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 Eclipse
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
The 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.
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4.
To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore.
To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
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 Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
Siege Deck
M: 6 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 5
Kazavon
CotCT
Story Bane 7
Type: Monster
Traits:
Dragon
Fighter
To Defeat:
Combat 30
THEN Combat 30
Immune to Electricity.
Resistant to Attack.
Vulnerable to Slashing. All damage is Electricity.
Before acting, each character must succeed at a Dexterity or Acrobatics 12 check or suffer 2d4 damage and the scourge Wounded.
While acting, distant characters cannot play cards or use powers.
Henchman Proxy B2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Warsworn
CotCT
Monster 6
Traits:
Undead
To Defeat:
Combat 26
Immune to Mental and Poison.
Before acting, each local character suffers Combat damage equal to the number of weapons and armors in their hand and displayed cards.
If undefeated, suffer the scourge Drained.
Azer
Core
Monster 1
Traits:
Elemental
Fire
Outsider
Veteran
To Defeat:
Combat 11+##
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
Trapped Chest
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Warlord Devil
CotCT
Monster 6
Traits:
Devil
Outsider
To Defeat:
Combat 26
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
If undefeated, suffer the scourge Wounded.
Gray Maiden Footsoldier
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.
Warband
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Palace Patrols
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.
Henchman Proxy B1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Obsession of Servitude
CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* At the start of your turn, move to a random location.
* Evade boons you encounter.
* You may not play boons except during encounters with banes.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
Henchman Proxy A3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Skeletal Minotaur
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.
Baykok
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.
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Location #1: Den Of Iniquity
Urban
At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None
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
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
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
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
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.
Location #2: Boat
Aquatic
Urban
At This Location: When you move, any local characters may move with you.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
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
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
Item 7
Traits:
Accessory
Loot
To Acquire:
Banish A Boon 0
When you suffer non-Combat damage, freely reveal to roll 1d4; on a result other than 1, reduce the damage by 5.
On your check against a bane, freely reload to add 7.
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.
Location #3: 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: 3 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
CotCT
Spell 6
Traits:
Arcane
Attack
Divine
Magic
Mental
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
When you encounter a monster, banish to evade it, then search your location for a boon and draw it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 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
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
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
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.
Location #4: Tavern
Urban
At This Location: You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 0
Located/Displayed Here: Aric/AAUGHWHY, Ukuja/Bigguyinblack, Varian/Zalarian, Create Mindscape displayed
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
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:
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
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 5
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 13
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
Location #5: Ossuary
Sacred
Urban
At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
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
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
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
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.
Location #6: 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: 3 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Heggal/kuey, None
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
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
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
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
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 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.
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 ?: 11
Located/Displayed Here: None
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 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 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 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 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.
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 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 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 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 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 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.

Varian 12789 |

Kazavon check for Varian.
Will recharge Blessing of Osiris*** for Urban assistance to add 1d4+1
***If Ukuja has a burning need to add extra healing (put needs to provide healing) I can save...should that happen will recharge ice & fire
Will discard Blessing of the 7th Veil to bless
Acrobatics Check DC 12: 1d8 + 2 + 1d4 + 1 + 1d8 ⇒ (4) + 2 + (2) + 1 + (8) = 17 Success
"
Hand: Disintegrate, Ice and Fire, Oparal, Ice Chemist, Venster Arabasti,
Displayed: Radovan, Create Mindscape,
Deck: 13 Discard: 3 Buried: 0
Hero Points: 2
reroll used 6D
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: Fishery, Ruin, Repository, Blood Pool, Swamp, Cave
Other: Loot Pref: Sp6
Recharged: Blessing of the Gods, Magnetic Grimoire, Staff of Greater Necromancy, Volcanic Storm, Life Drain, Samisen of Oracular Vision, Blessing of Osiris,
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]

AAUGHWHY's PFSACG Aric/TRR |

On Heggal's turn fight Kazavon again
BA Acrobatics 12, revealing Evangelist: 1d10 + 1d4 + 7 ⇒ (7) + (1) + 7 = 15
For the combat, reveal Serithtial for Acrobatics+1d12+2d6+4. Vulnerability adds 4. Reveal Evangelist for +1.
Combat 30: 1d10 + 1d12 + 2d6 + 15 ⇒ (5) + (8) + (1, 3) + 15 = 32 Kazavon Defeated!
Banish Siege Deck: 1d4 ⇒ 3 Cards 2-4 banished. Kazavon shuffled back in
Starting my actual turn now. Hour is Benefaction: No Effect.
Start of turn, discard top card of deck from wounded.
Move to Base. End of move step, examine top card of siege deck
Random Card: 1d15 ⇒ 15 Dragon. Encounter it.
Dragon Type: 1d4 ⇒ 2 Cold
Acrobatics 13, revealing Evangelist: 1d10 + 1d4 + 7 ⇒ (8) + (3) + 7 = 18 For the combat, reveal Seriththial for Acrobatics+1d112+2d6+4. Reveal Evangelist for +1. Reload Ring of Splendid Security to add 7
Combat 30: 1d10 + 1d12 + 2d6 + 18 ⇒ (5) + (11) + (6, 5) + 18 = 45 On defeating a monster, switch to Aric.
At Base, draw top 7 cards and display Sabina Merrin. Remove Wounded.
Use power to recharge Dandy Brute to explore again. Draw top 7 cards and display Keppira D'bear. Draw a card: Ring of Splendid Security
Use power to recharge Evangelist to explore. Draw top 7 cards and display Thousand Bones. Heal a card.
Hand: The Paladin, Ring of Splendid Security, Corrosive Backsword +4 (Finesse), Blessing of The Vaultmaster, Cockroach Coat, Blessing of Zon-Kuthon, Serithtial,
Displayed: Silver War Paint, Glamered Leather Armor, Thousand Bones, Sabina Merrin, Keppira D'Bear,
Kit: Shadowless Sword (Finesse), Mask of the Red Raven, Dreamstalker,
Deck: 12 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)The Paladin: On any check discard to bless, on non-combats vs Bane, add my 1d10+7 (or 1d4 if I'm TRR)
Vaultmaster: +2 dice vs Barriers
Zon-Kuthon: +2 dice on CON or has Finesse
Other: Thousand Bones:
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.Sabina Merrin:
* On your checks against Gray Maiden cards, add 1d4.
* ? When a character suffers damage, you may bury to reduce it to 0.Keppira D'Bear:
On all checks against Undead banes, add 1d4.
* ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them"
display Cockroach Coat
"
Hand: The Paladin, Ring of Splendid Security, Corrosive Backsword +4 (Finesse), Blessing of The Vaultmaster, Blessing of Zon-Kuthon, Serithtial,
Displayed: Silver War Paint, Glamered Leather Armor, Thousand Bones, Sabina Merrin, Keppira D'Bear, Cockroach Coat,
Kit: Shadowless Sword (Finesse), Mask of the Red Raven, Dreamstalker,
Deck: 12 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)The Paladin: On any check discard to bless, on non-combats vs Bane, add my 1d10+7 (or 1d4 if I'm TRR)
Vaultmaster: +2 dice vs Barriers
Zon-Kuthon: +2 dice on CON or has Finesse
Other: Thousand Bones:
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.Sabina Merrin:
* On your checks against Gray Maiden cards, add 1d4.
* ? When a character suffers damage, you may bury to reduce it to 0.Keppira D'Bear:
On all checks against Undead banes, add 1d4.
* ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them
Middle of Deck (Unknown Order): Blessing of Bastet, Evangelist, Vampiric Backsword +3 (Finesse), Blessing of the Midnight Lord, Blessing of the Ancients, Lockpick Shield, The Lost Harrows, Fortune Teller, Heister, Ausio Carowyn, Dandy Brute, Isiem
Recharged:
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 (3)
Seige 1, 5-14 shuffled remain // 1=Kazavon,
Location #1: Den Of Iniquity 1-6 remain
Location #2: Boat 1-5 remain
Location #3: Library 1-6 remain
Ukuja, Varian, Heggal - Location #4: Tavern 1-6 remain
Location #5: Ossuary 1-5 remain
Location #6: Arsenal 1-7 remain
"Aric - Location #7: Base 3, 5-11 remain // 3. Laori Vaus, 5. Vencarlo Orisini, 6. Krojun Eats-what-he-kills, 7: Trinia Sabor, 8: Grandmaster Boule, 9:Neolandus
No longer at Base: Cressida Kroft, Marcus Endrin, Amin Jalento, Shadowcount Sial, Thousand Bones, Keppira D'bear, Sabina Merrin"

Ukuja the sailor |

The Fiend: When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
Leryn examines top card.
random card Kazavon will be 15: 1d11 + 4 ⇒ (4) + 4 = 8
Warband. Trigger Choose to fail stealth and encounter it.
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.
Everyone at Tavern summons and encounters random monster #1: Mobogo.
CotCT
Monster 6
Traits:
Aberration
To Defeat:
Combat 25
Before acting, 2 local characters summon and encounter the story bane Boggard Champion.
The difficulty to defeat is increased by twice your number of scourge markers.
Summoned monsters can't summon more monsters so ignore BYA. Aric/RR discard The Paladin.
combat 25 revealing Wendifisa Spear for survival, reveal Fire Gecko, aided by Create Mindscape, Aric discards The Paladin to bless: 2d10 + 1d12 + 2d4 + 8 ⇒ (9, 3) + (6) + (1, 2) + 8 = 29
Warband is banished. Place Blackjack's Rapier in my kit and draw Aspect of the Bull from it. Pass Corrosive Storm to Varian. Display Aspect of the Bull. Take free explore.
random card ignoring 8, Kazavon will be 15: 1d11 + 4 ⇒ (4) + 4 = 8
random card ignoring 8, Kazavon will be 15: 1d11 + 4 ⇒ (6) + 4 = 10
Story Bane Monster 1
Traits:
Human
Cultist
Veteran
Check:
Combat
10+##
OR
Diplomacy
8+#
Powers:
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
combat 24 revealing Wendifisa Spear for survival, reveal Fire Gecko, aided by Create Mindscape, aided by Aspect of the Bull: 2d10 + 1d12 + 2d4 + 8 ⇒ (9, 9) + (11) + (2, 2) + 8 = 41
End turn. Elk is recharged from discards.
Hand: Wendifisa Spear, Cure, Belt of Physical Might (Core), Ring of Energy Resistance, Fire Gecko, Headband of Inspired Wisdom, Returning Totem Spear, Major Cure, Blackjack's Daggers,
Displayed: Leryn (Hunter Class Deck), Python, Marcus Endrin, Shadowcount Sial, Aspect of the Bull,
"Current Location: Tavern
Kit: Balmberry, Blackjack's Rapier, Blessing of the Green Faith (2), "
Deck: 8 Discard: 5 Buried: 0
"NOTES:
Available Support: Folio reroll: UsedReturning Totem Spear: If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
Marcus Endrin: * You may bury to move any number of characters.
* On any combat check at a non-Underground location, you may bury to add 2d8.Shadowcount Sial: * When a character encounters a summoned bane, you may bury to let that character evade it.
* On your checks against Outsider banes, add 1d4.
Movement: Move me to Tavern if my location closes.
Other: Hi I'm Ukuja! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): 0
Recharged: Moon Maiden Armor, Huntsman's Greatsword +2, Dwarf Caiman, Pteranodon, Call Animal, Shadowcat, Blackjack's Gear, Elk,
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
Perception: Wisdom +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.
Banished Siege deck cards 8 and 10.
Heggal and Varian must each summon and encounter random monster #1 Mobogo.
Discarded Aric/RR's The Paladin.
Varian passed Corrosive Storm.
At the start of Varian's turn Cure targeting self then auto recover: 1d4 + 1 ⇒ (3) + 1 = 4